Tree model not loading... Created 17 years ago2007-08-23 00:00:04 UTC by ip ip

Created 17 years ago2007-08-23 00:00:04 UTC by ip ip

Posted 17 years ago2007-08-23 00:00:04 UTC Post #232654
I have roughly 18 models in my map, and all are appearing in-game except for 1 tree. Yes the path name is correct (and inlcudes the .mdl, it even appears in Hammer). I thought maybe I'm overriding a model limit of some sort by including so many but, I'm not quite sure. Here's my compile log if I'm missing something...

** Executing...
** Command: Change Directory
** Parameters: "C:Program FilesSteamSteamAppsx4xaaronx4xcounter-strike"

** Executing...
** Command: C:PROGRA~1ZHLThlcsg.exe
** Parameters: -high "c:program filesvalve hammer editormapsaim_riverbank_update2" -wadinclude aim_riverbank

hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: C:PROGRA~1ZHLThlcsg.exe -high "c:program filesvalve hammer editormapsaim_riverbank_update2"-wadinclude aim_riverbank
Entering c:program filesvalve hammer editormapsaim_riverbank_update2.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ High ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
[aim_riverbank]

39 brushes (totalling 236 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.77 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.52 seconds)

Including Wadfile: program filesvalve hammer editorwadsaim_riverbank.wad
  • Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'
  • Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM'
  • Contains 27 used textures, 100.00 percent of map (63 textures in wad)
added 2 additional animating textures.
Texture usage is at 0.94 mb (of 4.00 mb MAX)
2.73 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1ZHLThlbsp.exe
** Parameters: -high "c:program filesvalve hammer editormapsaim_riverbank_update2"

hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1ZHLThlbsp.exe -high "c:program filesvalve hammer editormapsaim_riverbank_update2"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ High ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

SolidBSP [hull 0] 500...1000...1500...1612 (0.19 seconds)
BSP generation successful, writing portal file 'c:program filesvalve hammer editormapsaim_riverbank_update2.prt'
SolidBSP [hull 1] 500...1000...1491 (0.23 seconds)
SolidBSP [hull 2] 500...1000...1333 (0.17 seconds)
SolidBSP [hull 3] 500...1000...1500...1552 (0.25 seconds)
2.53 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1ZHLThlvis.exe
** Parameters: -high -full "c:program filesvalve hammer editormapsaim_riverbank_update2"

hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: C:PROGRA~1ZHLThlvis.exe -high -full "c:program filesvalve hammer editormapsaim_riverbank_update2"
900 portalleafs
3016 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ High ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ on ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.64 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (791.59 seconds)
average leafs visible: 391
g_visdatasize:85778 compressed from 101700
795.48 seconds elapsed [13m 15s]

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1ZHLThlrad.exe
** Parameters: -bounce 10 -extra -high "c:program filesvalve hammer editormapsaim_riverbank_update2"

hlrad v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: C:PROGRA~1ZHLThlrad.exe -bounce 10 -extra -high "c:program filesvalve hammer editormapsaim_riverbank_update2"

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ High ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ on ] [ off ]
bounces [ 10 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'C:PROGRA~1ZHLTlights.rad']
[59 texlights parsed from 'C:PROGRA~1ZHLTlights.rad']

4182 faces
Create Patches : 24379 base patches
0 opaque faces
219868 square feet [31661020.00 square inches]
1 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (238.22 seconds)
visibility matrix : 35.4 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (126.47 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (48.08 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (13.42 seconds)
Transfer Lists : 18325206 : 18.33M transfers
Indices :    14328668 :   13.66M bytes
   Data :    73300824 :   69.91M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.13 seconds)
Bounce 2 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.13 seconds)
Bounce 3 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.13 seconds)
Bounce 4 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.11 seconds)
Bounce 5 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.11 seconds)
Bounce 6 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.09 seconds)
Bounce 7 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.11 seconds)
Bounce 8 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.11 seconds)
Bounce 9 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.13 seconds)
Bounce 10 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.11 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.09 seconds)
471.86 seconds elapsed [7m 51s]

--- END hlrad ---

** Executing...
** Command: Copy File
** Parameters: "c:program filesvalve hammer editormapsaim_riverbank_update2.bsp" "C:Program FilesSteamSteamAppsx4xaaronx4xcounter-strikecstrikemapsaim_riverbank_update2.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:program filesvalve hammer editormapsaim_riverbank_update2.pts" "C:Program FilesSteamSteamAppsx4xaaronx4xcounter-strikecstrikemapsaim_riverbank_update2.pts"

** Executing...
** Command: C:PROGRA~1SteamSTEAMA~1X4XAAR~1COUNTE~2hl.exe
** Parameters: +map "aim_riverbank_update2" -game cstrike -dev -console

Any help? :

EDIT: Oh and also, I have another exact tree which shows up fine...
Posted 17 years ago2007-08-23 15:00:55 UTC Post #232696
Tried replacing the cycler_sprite that doesn't show up with the one that does?

And wow, 10 bounces.
Daubster DaubsterVault Dweller
Posted 17 years ago2007-08-23 15:17:39 UTC Post #232697
The model limit is FAR from 18 models, unless it's a big map with a bunch of func_walls, ect.

However, if it was a model limit, you wouldn't even be able to play the map.

Try running full VIS. Maybe because VIS is acting weird, it's not rendering a tree you're supposed to be able to see. Happened to me once.
Luke LukeLuke
Posted 17 years ago2007-08-24 22:32:56 UTC Post #232825
Hey bud, here's my take ... check to see if the model isn't actually intersecting with the world geometry as I too had this problem quite a few years ago. When you place the entity in Hammer what I mean is to make sure it isn't into the ground. I have had this problem too with HL2 as well. I'm not 100% sure but it only makes sense seeing that you compile looks good and you have the same model in other places of the map :) Hope I could help.
Posted 17 years ago2007-08-26 18:41:10 UTC Post #232968
Ahh thank you, the model was intersecting with the ground by like 1 pixel, now it shows up fine, but a new problem is when I run around in my map, random areas make the model (as well as another cycler_sprite set to the same model), to 'blink' or disappearing, whether or not I'm moving....

Also sorry for the late response
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