Overlays not appearing

DrSquishy

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Feb 10, 2017
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Another issue, this time my overlays aren't appearing ingame...
 

Freyja

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Jul 31, 2009
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Overlays won't appear if your map is rendering in fullbright. Also check their assigned faces
 

DrSquishy

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Feb 10, 2017
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Overlays won't appear if your map is rendering in fullbright. Also check their assigned faces
I think I've found the issue. It says the overlay is touching too many brush faces (996 when max is 64) but the problem is I've double checked and it should only be touching 3. What could this issue be?
 

DrSquishy

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Feb 10, 2017
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How dense are your lightmaps? This error can happen on faces with really high quality shadows.
I've set them to 2 on the face, and even then the shadows are really low quality ingame....
 

ics

http://ics-base.net
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Jun 17, 2010
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2 is very dence, i suggest using 16 default or 8. You cant make as accurate shadows as games like CSGO has anyway.
 

DrSquishy

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Feb 10, 2017
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2 is very dence, i suggest using 16 default or 8. You cant make as accurate shadows as games like CSGO has anyway.
I just don't want a shadow that's as rough as stairs
 

Idolon

they/them
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Feb 7, 2008
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2 will definitely cause issues. Lower resolution lightmaps are perfectly adequate in the right situation (for example, all of Upward's lightmaps are at a density of 16). Try increasing your light_environment's sun spread angle to soften the shadow edges, and use a density of 8 or 4 if you need to.
 

iiboharz

eternally tired
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Nov 5, 2014
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Also the issue here is that because of your super dense lightmaps and the overlay being on that face, the compile is failing entirely.
 

DrSquishy

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Feb 10, 2017
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Also the issue here is that because of your super dense lightmaps and the overlay being on that face, the compile is failing entirely.
Changed the lightmap grid to 8 or so, but also changed the sun spread angle because that was still on the default of 0 :/
 
Mar 23, 2013
1,013
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Changed the lightmap grid to 8 or so

Better only do this for specific faces. lightmap scale of 8 takes four times as much lightmap data and four times longer to compile than 16.
16 is a good value most of the time, only when you are at the detailing stage you can give some faces a denser scale for some neat little details or when 16 very obviously looks too blocky.
 

DrSquishy

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Feb 10, 2017
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