Death by Overlay

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
So I went to go compile a quick test, and lo and behold, hammer seems to believe that each and every one of my damned overlays are touching no less than 87 surfaces. They are not.

Why is this, and how can I fix this, as it is a fatal error.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Use cordon to try and isolate the problem if the compile log doesn't give you coordinates.
 

re1wind

aa
Aug 12, 2009
644
588
Something i found out with overlays iin the previous engine version is that if you have an overlay that overlays a lot of lightmap squares, the compiler/engine will crash. was rather surprised when i found that. Don't know if it's still applicable though.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
I think it is referring to post-compile faces, not pre-compile. Turn off overlays, compile, mat_wireframe 2, look where your overlays go for any that would cover a lot of faces? :/ I could be mistaken though, as I've never encountered this myself.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Hmm.

I'll try that, though I haven't added any overlays since the last compile, which went over just fine and we even played on the server.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Well that sucks.

It seems to have a problem with all of my overlays now, which is distressing.


Screw this thread, hammer was just being tempermental. A few reboots later and no errors, so go me.
 
Last edited:

Languid

L5: Dapper Member
Oct 9, 2009
240
256
I get this error on a regular basis when I make shitty cs:s maps and try to cheat-detail by making gigantic stain overlays on floor surfaces. Big brushes get cut up something nasty in compile, so set your visgroups to entities only, and fly through the map looking for some giant ones.