Rather strange overlays... (need help)

Adawby

L1: Registered
Jun 11, 2015
29
3
Hello everyone, im having problems with overlays... particularly the ones that go right underneath the health and ammo packs. For some bizarre reason everytime I try to place an overlay underneath health and ammo pickups on my map, it causes the map not to run! I just can't seem to find what is going as the overlays on the walls and structures of my map do not cause this problem.

Here is the log for when I tried to compile:


HTML:
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_dieselyard_v1.vmf"

Valve Software - vbsp.exe (Jul  2 2015)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_dieselyard_v1.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
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)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_dieselyard_v1.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
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 208, max 64)
Overlay overlays/patch001 at 2992.0 3664.0 -768.0

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_dieselyard_v1"

Valve Software - vvis.exe (Jul  2 2015)
8 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_dieselyard_v1.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_dieselyard_v1.prt
 386 portalclusters
1147 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (5)
Optimized: 278 visible clusters (0.28%)
Total clusters visible: 100454
Average clusters visible: 260
Building PAS...
Average clusters audible: 385
visdatasize:40594  compressed from 43232
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_dieselyard_v1.bsp
5 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_dieselyard_v1"

Valve Software - vrad.exe SSE (Jul  2 2015)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[39 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_dieselyard_v1.bsp
Setting up ray-trace acceleration structure... Done (1.03 seconds)
2172 faces
1488133 square feet [214291200.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2172 patches before subdivision
105352 patches after subdivision
sun extent from map=0.087156

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_dieselyard_v1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_dieselyard_v1.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -windowed -noborder -w 1920 -h 1080 -novid +map "koth_dieselyard_v1" -steam

What happens is hammer shows no errors and begins to start TF2 as if the compile was successful but in the end TF2 closes a few moments after it was opened and I am returned back to hammer. I am completely stumped and fear I will just have to continue using block brushes underneath my health and ammo...


EDIT: Huge thanks to Tumbolisu and killohurtz

Turns out I had accidentally made a displacement on where one of my overlays, also I cut the massive brush faces into smaller ones, and now everything is back in working order :D
 
Last edited:

Tumby

aa
May 12, 2013
1,085
1,194
Overlay touching too many faces (touching 208, max 64)
Overlay overlays/patch001 at 2992.0 3664.0 -768.0

Do you have it on a displacement? Place a wooden or metal thingy instead.
Do you have it on top of badly cut up geometry? Optimize. That cutting up can be from in-hammer and from the compile itself. Remove the overlay and use wireframe mode ingame to check out what's going on there.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
It could also be caused by the overlay being on a massive brush face. During compile, vbsp splits faces wherever other world brushes touch it, and any overlays on that face will remain assigned to every single part. If this happens to be on a really big brush touching lots of complex world geometry, the assigned face count can add up fast. You can fix this by splitting up the big brush into several smaller ones and func_detailing some things that touch it.