Overlays blink in hammer and not showing up in game

Plainz

L2: Junior Member
Apr 13, 2020
86
21
Yes i searched for this problem in mapping help section, haven't find anything helpful, tried changing brush face they connected to, i have light_environment properly set up, i tried alt+p and there was some problem with them i pressed fix all and nothing changed.
i don't know is this normal or not but overlays blink in hammer like what you see when one texture in another. Here's screenshots that may help and compile log

upload_2020-4-25_12-40-42.png
upload_2020-4-25_12-40-54.png
upload_2020-4-25_12-41-11.png
upload_2020-4-25_12-50-31.png


** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "F:\ma files n\hammer maps\koth_worselands_a1.vmf"

Valve Software - vbsp.exe (Sep 23 2019)
6 threads
MSG_FILEWRITE - Filesystem was asked to write to 'F:\ma files n\hammer maps\koth_worselands_a1.log', but we don't own that location. Allowing.
materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading F:\ma files n\hammer maps\koth_worselands_a1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity func_respawnroomvisualizer (1040.00 -1664.00 -384.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 2560.0 128.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0 3072.0 128.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1280.0 2048.0 -32.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1792.0 2048.0 -32.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0 2048.0 -552.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1248.0 2048.0 352.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1760.0 2048.0 352.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1248.0 2048.0 960.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Overlay touching too many faces (touching 85, max 64)
Overlay overlays/patch007 at -0.0 -0.0 0.0

** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "F:\ma files n\hammer maps\koth_worselands_a1"

Valve Software - vvis.exe (Sep 23 2019)
MSG_FILEWRITE - Filesystem was asked to write to 'f:\ma files n\hammer maps\koth_worselands_a1.log', but we don't own that location. Allowing.
6 threads
reading f:\ma files n\hammer maps\koth_worselands_a1.bsp
reading f:\ma files n\hammer maps\koth_worselands_a1.prt
LoadPortals: couldn't read f:\ma files n\hammer maps\koth_worselands_a1.prt


** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "F:\ma files n\hammer maps\koth_worselands_a1"

Valve Software - vrad.exe SSE (Sep 23 2019)

Valve Radiosity Simulator
6 threads
MSG_FILEWRITE - Filesystem was asked to write to 'f:\ma files n\hammer maps\koth_worselands_a1.log', but we don't own that location. Allowing.
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading f:\ma files n\hammer maps\koth_worselands_a1.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.05 seconds)
1647 faces
1 degenerate faces
559973 square feet [80636224.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.087156
31 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (6)
Build Patch/Sample Hash Table(s).....Done<0.0059 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 29/1024 1392/49152 ( 2.8%)
brushes 299/8192 3588/98304 ( 3.6%)
brushsides 2009/65536 16072/524288 ( 3.1%)
planes 806/65536 16120/1310720 ( 1.2%)
vertexes 2747/65536 32964/786432 ( 4.2%)
nodes 1429/65536 45728/2097152 ( 2.2%)
texinfos 209/12288 15048/884736 ( 1.7%)
texdata 13/2048 416/65536 ( 0.6%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 1647/65536 92232/3670016 ( 2.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 780/65536 43680/3670016 ( 1.2%)
leaves 1459/65536 46688/2097152 ( 2.2%)
leaffaces 1935/65536 3870/131072 ( 3.0%)
leafbrushes 858/65536 1716/131072 ( 1.3%)
areas 3/256 24/2048 ( 1.2%)
surfedges 10978/512000 43912/2048000 ( 2.1%)
edges 6240/256000 24960/1024000 ( 2.4%)
LDR worldlights 31/8192 2728/720896 ( 0.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 164/32768 1640/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2439/65536 4878/131072 ( 3.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 4/512 1408/180224 ( 0.8%)
LDR lightdata [variable] 3424624/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 30777/393216 ( 7.8%)
LDR ambient table 1459/65536 5836/262144 ( 2.2%)
HDR ambient table 1459/65536 5836/262144 ( 2.2%)
LDR leaf ambient 8916/65536 249648/1835008 (13.6%)
HDR leaf ambient 1459/65536 40852/1835008 ( 2.2%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 105703/0 ( 0.0%)
physics [variable] 114761/4194304 ( 2.7%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 4578
Writing f:\ma files n\hammer maps\koth_worselands_a1.bsp
8 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "F:\ma files n\hammer maps\koth_worselands_a1.bsp" "D:\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_worselands_a1.bsp"
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
The blinking in Hammer is not an issue, overlays sometimes do that (especially in Shaded Textured mode, less often in Textured mode), but they won't appear that way in-game. This is your actual issue:
Overlay touching too many faces (touching 85, max 64)
Overlay overlays/patch007 at -0.0 -0.0 0.0
This error arises because VBSP splits up brush faces when it compiles the map, and larger brush faces get split more times. Any overlays applied to the original brush face will be applied to all of the newly split brush faces, which on large brushes can easily number over 64. This will cause the above error, even though it may appear that the overlay is not actually touching (applied to) 85 brush faces. The solution is to just chop the brush up manually so the overlay is applied to a smaller area.