After compile some models cycler_sprite missing Created 4 years ago2020-01-18 22:08:33 UTC by kakashi7593 kakashi7593

Created 4 years ago2020-01-18 22:08:33 UTC by kakashi7593 kakashi7593

Posted 4 years ago2020-01-18 22:08:33 UTC Post #343640
Hey guys, once again :)
I tried using search but nothing comes up similar to my issue.

I created a prefab of lamp post, it has cycler_sprite(which is model of lamp post), 3 env_sprite entities(for glow effect) and one light_spot entity.
I added this prefab in my map and then copied it 7 times.

Instead of seeing 7 prefabs, only 1 is displayed correctly.
Here is the image.
You can see the one on the right is there, nothing is missing but one on the left, well, there isn't one, there is just light_spot.
Just one lamp, other one not there but light_spot isJust one lamp, other one not there but light_spot is
I am assuming what it might be but I'll let you tell me, please
Posted 4 years ago2020-01-18 22:56:35 UTC Post #343641
Why you're using cycler_sprite instead of cycler?
MrMystery MrMysteryBanned
Posted 4 years ago2020-01-18 23:02:24 UTC Post #343642
Should I use cycler instead ?

My reason is :
If I use cycler_sprite the model itself can be placed properly and I can then add solid invisible brush to block players from walking trough the cycler_sprite, also I can use that solid brush to cast a shadow as you can see from trees in the pic.

Now back to trees in background.
At first I added those as cycler but for some weird reason you could walk trough some but not trough others.
And there were weird things happening as in, I place a model with cycler and you can walk trough it but like 3-4 feet away from it is some "invisible" barrier that you cant walk trough.
Once I switched said model to cycler_sprite this invisible barrier disappeared.

I heard its because some models aren't created properly and they simply cause issues like those I just mentioned, if added with cycler.
Posted 4 years ago2020-01-18 23:26:59 UTC Post #343643
Hm, ok. I was just wondering. I can't help you right now, I'll build your scene and try to figure the problem out tomorrow, hehe
MrMystery MrMysteryBanned
Posted 4 years ago2020-01-18 23:58:57 UTC Post #343644
I was thinking it might be because of too many models in the map because I do have about 20-25 tree models placed with cycler_sprite.

I just tried changing one of these lamp posts to cycler and its still not showing but there is something there blocking me from walking in the place where lamp post should be.

I was thinking because I placed too many models the game simply wont compile or show those extra ones.

Maybe there is a way to increase this limit just a little bit ?
Posted 4 years ago2020-01-19 01:49:11 UTC Post #343645
Not sure, but I'm sure you can increase other things like texture usage limit somewhere in the map compilers. It might be anything to do with HLBSP or HLVis, but I am not sure. Maybe you should take a look over yes.
MrMystery MrMysteryBanned
Posted 4 years ago2020-01-20 00:36:16 UTC Post #343649
Anyone got any clues or solutions ?
Posted 4 years ago2020-01-20 01:26:03 UTC Post #343650
So the entities are definitely there in the editor, but they aren't showing up ingame? That's odd. Particularly if it isn't just the models, it looks like the sprites aren't there either.
Just out of curiosity, what editor are you using?
Jessie JessieTrans Rights <3
Posted 4 years ago2020-01-20 02:16:18 UTC Post #343651
Yea they are 100% in editor.

Valve Hammer and compiling with Batch Compiler
Posted 4 years ago2020-01-20 05:10:34 UTC Post #343652
I doubt that it's this, but are you sure the lamp isn't outside the 4096^3 unit cube?
If there's no sprite as well as the model (assuming the sprite is a different entity) then it's probably that. You wouldn't be able to stand where the missing lightpost is then, though. So not sure.
Anyway, Half-Life maps must NOT be bigger than 4096 units from the center of coordinates in any of the axes. Make sure it's smaller than that.
Posted 4 years ago2020-01-20 13:22:07 UTC Post #343654
Did you check the render modes of missing entities? Maybe you accidentally changed their render amount to 0. Try looking at their properties with smart edit off to see any difference with the correctly displaying model.
EDIT: And if I remember correctly, entities in prefabs are grouped. Try ungrouping one of them to see if that's the issue.
Posted 4 years ago2020-01-20 17:54:23 UTC Post #343657
@Windawz, Yea can't be that, in picture you can see other models around it are rendered and they are further away from center.
I have placed these lamp posts in different spots on map as well, and they are invisible too.

@UbOh, I decided to simply remove them and place them again in case any errors were caused by me, this time I only placed the model of the lamp by using cycler_sprite entity, this time I also made sure values are all good and they are.
Here have a look at the results in photos and you tell me what you think issue is.

My first thought is that there is some model/sprite limit but I have no idea which option that would be.

Here is screenshot of what I got going on in editor and whats actually in the game after compile.
Editor, only models added via cycler_spriteEditor, only models added via cycler_sprite
Only 3 models are compiled 2 are missingOnly 3 models are compiled 2 are missing
Posted 4 years ago2020-01-20 21:48:08 UTC Post #343661
Got some updates, since my map is pretty big and has lots of models as you can see by the pics above, I decided to remove some models of trees and you know, compromise, and whoala models that were missing showed up but downside is I had to remove some models that I would've liked to be there.
So it seems indeed there is some limitation.

Still I would love to find a fix maybe some compiler option or something.

I could forward source files if anyone is willing to investigate ?
Posted 4 years ago2020-01-20 22:18:49 UTC Post #343662
It could be an engine limit which is probably hardcoded if it is. But see if someone has more definite info.
Jessie JessieTrans Rights <3
Posted 4 years ago2020-01-21 07:33:13 UTC Post #343663
there is an entity limit, and all entities add up to the limit, models, brush entities, point entities, except light and light_spot entities which i think is around 512? not sure about that
Posted 4 years ago2020-01-21 12:13:48 UTC Post #343664
I'll test it out and let you know, so far if I remove some other models these show up, I'll try removing some brush entities etc to see if it works like you said.

Wish there was some way to know if I have reached the limit while making the map
Posted 4 years ago2020-01-21 16:09:43 UTC Post #343666
DON´T duplicate entities... insert them one by one. Sometimes if you duplicate them ( because they are the same and you don´t feel the need of doing that boring thing on and on ) the compiler start doing crazy things (believe me, that happened to me... ).
Posted 4 years ago2020-01-22 18:15:30 UTC Post #343673
DON´T duplicate entities... insert them one by one.
Agreed.

you should check all the entity Keys and Values of your .MAP file before compiling it. This way you have an overview of the entire network and can remove unnecessary keys and values from any entity/class. Or you can do the same as me, write them directly through the .map structure then merge into the final map project file. This is a good method as you become aware of each item of each entity. Here's a quick template ;)
{
"classname" "worldspawn"
"mapversion" "220"
"MaxRange" "
16000"
"skyname" "
BLACK"
"wad" "
\valve\halflife.wad;\valve\CUSTOM.wad"
{
( -384 -384 384 ) ( -384 384 384 ) ( 384 384 384 ) SKY [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( -256 256 256 ) ( -384 384 384 ) ( -384 -384 384 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 256 -256 256 ) ( 384 -384 384 ) ( 384 384 384 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 384 384 384 ) ( -384 384 384 ) ( -256 256 256 ) SKY [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -256 -256 256 ) ( -384 -384 384 ) ( 384 -384 384 ) SKY [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -256 256 256 ) ( -256 -256 256 ) ( 256 -256 256 ) SKY [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
{
{
( -384 384 -384 ) ( -384 -384 -384 ) ( 384 -384 -384 ) SKY [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( -384 -384 -384 ) ( -384 384 -384 ) ( -256 256 -256 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 384 384 -384 ) ( 384 -384 -384 ) ( 256 -256 -256 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -256 256 -256 ) ( -384 384 -384 ) ( 384 384 -384 ) SKY [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 384 -384 -384 ) ( -384 -384 -384 ) ( -256 -256 -256 ) SKY [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -256 -256 -256 ) ( -256 256 -256 ) ( 256 256 -256 ) SKY [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
{
{
( -384 384 384 ) ( -384 384 -384 ) ( 384 384 -384 ) SKY [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -256 256 -256 ) ( -384 384 -384 ) ( -384 384 384 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 384 384 384 ) ( 384 384 -384 ) ( 256 256 -256 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -256 256 256 ) ( -384 384 384 ) ( 384 384 384 ) SKY [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 384 384 -384 ) ( -384 384 -384 ) ( -256 256 -256 ) SKY [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 256 256 256 ) ( 256 256 -256 ) ( -256 256 -256 ) SKY [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
{
{
( 384 -384 384 ) ( 384 -384 -384 ) ( -384 -384 -384 ) SKY [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -384 -384 384 ) ( -384 -384 -384 ) ( -256 -256 -256 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 256 -256 -256 ) ( 384 -384 -384 ) ( 384 -384 384 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 384 -384 384 ) ( -384 -384 384 ) ( -256 -256 256 ) SKY [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -256 -256 -256 ) ( -384 -384 -384 ) ( 384 -384 -384 ) SKY [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -256 -256 256 ) ( -256 -256 -256 ) ( 256 -256 -256 ) SKY [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
{
{
( -384 -384 384 ) ( -384 -384 -384 ) ( -384 384 -384 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -256 -256 -256 ) ( -384 -384 -384 ) ( -384 -384 384 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -384 384 384 ) ( -384 384 -384 ) ( -256 256 -256 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -256 -256 256 ) ( -384 -384 384 ) ( -384 384 384 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -384 384 -384 ) ( -384 -384 -384 ) ( -256 -256 -256 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -256 256 256 ) ( -256 256 -256 ) ( -256 -256 -256 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
{
{
( 384 384 384 ) ( 384 384 -384 ) ( 384 -384 -384 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 384 -384 384 ) ( 384 -384 -384 ) ( 256 -256 -256 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 256 256 -256 ) ( 384 384 -384 ) ( 384 384 384 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 384 384 384 ) ( 384 -384 384 ) ( 256 -256 256 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 256 -256 -256 ) ( 384 -384 -384 ) ( 384 384 -384 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 256 -256 256 ) ( 256 -256 -256 ) ( 256 256 -256 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
{
}
{
"classname" "Brush-Entity"
"spawnflags" "
0"
"
key" "value"
{
( 0 256 256 ) ( 256 256 256 ) ( 256 0 256 ) AAATRIGGER [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( 0 0 0 ) ( 256 0 0 ) ( 256 256 0 ) AAATRIGGER [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( 0 256 256 ) ( 0 0 256 ) ( 0 0 0 ) AAATRIGGER [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 256 256 0 ) ( 256 0 0 ) ( 256 0 256 ) AAATRIGGER [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 256 256 256 ) ( 0 256 256 ) ( 0 256 0 ) AAATRIGGER [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 256 0 0 ) ( 0 0 0 ) ( 0 0 256 ) AAATRIGGER [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
}
}
{
"classname" "Point-Entity"
"spawnflags" "
0"
"
key" "value"
"origin" "
0 0 0"
}
//end
MrMystery MrMysteryBanned
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