diff --git a/lib/bsp_loader/src/brush.rs b/lib/bsp_loader/src/brush.rs
index 8e53182..779e77b 100644
--- a/lib/bsp_loader/src/brush.rs
+++ b/lib/bsp_loader/src/brush.rs
@@ -253,7 +253,10 @@ pub fn brush_to_mesh(bsp:&vbsp::Bsp,brush:&vbsp::Brush)->Result<model::Mesh,Brus
 	let physics_groups=vec![model::IndexedPhysicsGroup{
 		groups:vec![model::PolygonGroupId::new(0)],
 	}];
-	let graphics_groups=vec![];
+	let graphics_groups=vec![model::IndexedGraphicsGroup{
+		render:model::RenderConfigId::new(0),
+		groups:vec![model::PolygonGroupId::new(0)],
+	}];
 
 	Ok(mb.build(polygon_groups,graphics_groups,physics_groups))
 }
diff --git a/lib/bsp_loader/src/bsp.rs b/lib/bsp_loader/src/bsp.rs
index d64f5c2..cc10b98 100644
--- a/lib/bsp_loader/src/bsp.rs
+++ b/lib/bsp_loader/src/bsp.rs
@@ -46,24 +46,25 @@ pub fn convert<'a>(
 	const ATTRIBUTE_CONTACT_DEFAULT:gameplay_attributes::CollisionAttributesId=gameplay_attributes::CollisionAttributesId::new(1);
 
 	//declare all prop models to Loader
-	let prop_models=bsp.static_props().map(|prop|{
-		//get or create mesh_id
-		let mesh_id=mesh_deferred_loader.acquire_mesh_id(prop.model());
-		let placement=prop.as_prop_placement();
-		model::Model{
-			mesh:mesh_id,
-			attributes:ATTRIBUTE_DECORATION,
-			transform:integer::Planar64Affine3::new(
-				integer::mat3::try_from_f32_array_2d((
-					glam::Mat3A::from_diagonal(glam::Vec3::splat(placement.scale))
-					//TODO: figure this out
-					*glam::Mat3A::from_quat(glam::Quat::from_array(placement.rotation.into()))
-				).to_cols_array_2d()).unwrap(),
-				valve_transform(placement.origin.into()),
-			),
-			color:glam::Vec4::ONE,
-		}
-	}).collect();
+	let prop_models=Vec::new();
+	// let prop_models=bsp.static_props().map(|prop|{
+	// 	//get or create mesh_id
+	// 	let mesh_id=mesh_deferred_loader.acquire_mesh_id(prop.model());
+	// 	let placement=prop.as_prop_placement();
+	// 	model::Model{
+	// 		mesh:mesh_id,
+	// 		attributes:ATTRIBUTE_DECORATION,
+	// 		transform:integer::Planar64Affine3::new(
+	// 			integer::mat3::try_from_f32_array_2d((
+	// 				glam::Mat3A::from_diagonal(glam::Vec3::splat(placement.scale))
+	// 				//TODO: figure this out
+	// 				*glam::Mat3A::from_quat(glam::Quat::from_array(placement.rotation.into()))
+	// 			).to_cols_array_2d()).unwrap(),
+	// 			valve_transform(placement.origin.into()),
+	// 		),
+	// 		color:glam::Vec4::ONE,
+	// 	}
+	// }).collect();
 
 	//TODO: make the main map one single mesh with a bunch of different physics groups and graphics groups
 
@@ -74,7 +75,7 @@ pub fn convert<'a>(
 
 		let color=mb.acquire_color_id(glam::Vec4::ONE);
 		let mut graphics_groups=Vec::new();
-		let mut render_id_to_graphics_group_id=std::collections::HashMap::new();
+		//let mut render_id_to_graphics_group_id=std::collections::HashMap::new();
 		let polygon_groups=world_model.faces().enumerate().map(|(polygon_group_id,face)|{
 			let polygon_group_id=model::PolygonGroupId::new(polygon_group_id as u32);
 			let face_texture=face.texture();
@@ -104,15 +105,15 @@ pub fn convert<'a>(
 				//a render config for it, and then returns the id to that render config
 				let render_id=render_config_deferred_loader.acquire_render_config_id(Some(Cow::Borrowed(face_texture_data.name())));
 				//deduplicate graphics groups by render id
-				let graphics_group_id=*render_id_to_graphics_group_id.entry(render_id).or_insert_with(||{
-					let graphics_group_id=graphics_groups.len();
-					graphics_groups.push(model::IndexedGraphicsGroup{
-						render:render_id,
-						groups:vec![],
-					});
-					graphics_group_id
-				});
-				graphics_groups[graphics_group_id].groups.push(polygon_group_id);
+				// let graphics_group_id=*render_id_to_graphics_group_id.entry(render_id).or_insert_with(||{
+				// 	let graphics_group_id=graphics_groups.len();
+				// 	graphics_groups.push(model::IndexedGraphicsGroup{
+				// 		render:render_id,
+				// 		groups:vec![],
+				// 	});
+				// 	graphics_group_id
+				// });
+				// graphics_groups[graphics_group_id].groups.push(polygon_group_id);
 			}
 			model::PolygonGroup::PolygonList(model::PolygonList::new(polygon_list))
 		}).collect();
@@ -128,6 +129,8 @@ pub fn convert<'a>(
 			Err(e)=>println!("Brush mesh error: {e}"),
 		}
 	}
+	println!("How many brush: {}",bsp.brushes.len());
+	println!("Generated brush models: {}",world_meshes.len()-brush_mesh_start_idx);
 
 	let world_models:Vec<model::Model>=
 	//one instance of the main world mesh