a rendering problem.

have you encountered random textures of your map dissapearing and reappearing at random?


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pi-ka

L1: Registered
Jul 23, 2017
43
8
Hey its ya boi, the amateur mapper that has A LOT of problems, this one seems more complex...

I have this rendering problem, while I am in hammer things are fine, but once I load it into the game, A lot of shit is missing, and appears and reappears at random, this was pretty frustrating, since I wanted to show somebody my alpha_1 map...

I also have a different problem, this one is with the updates... I build something on my map extra, like a tower on top of a controll point (suijin style baby), but when I load it into the game, the whole tower is missing, just as some of the other things I placed, like the roof for Red spawn...


here's the compile log of that first problem, so it isn't a leak...
compile van rendering probleem.PNG


anyway, hope you guys know a solution, I hope this for me and all the other people that look this up...
 

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killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
At the end of the vbsp section of the log, you have the error "Overlay touching too many faces." This is preventing your map from compiling, so the game loads the last successful compile instead and your changes don't go through. Find the overlay mentioned (you can use view > go to coordinates) and check that:
  1. the number of brush faces in its properties doesn't exceed 64
  2. it's not applied to a REALLY BIG brush face (if it is, the compiler may be splitting that face into more than 64 parts and putting it over the limit. Manually split the brush into smaller ones to fix this.)
Once you've solved the compile problem, see if the first rendering issue still occurs.
 
Mar 23, 2013
1,013
347
Alternativly, increasing the lightmap scale on the brush can fix it too. It's a marginally more cost saving solution if the change of lighting quality isn't noticeable.


Also fuck that error, for me it sometimes pops up randomly on big brushes even if I didnt touch it since multiple compiles. Just hammer things.
 

pi-ka

L1: Registered
Jul 23, 2017
43
8
Alternativly, increasing the lightmap scale on the brush can fix it too. It's a marginally more cost saving solution if the change of lighting quality isn't noticeable.


Also fuck that error, for me it sometimes pops up randomly on big brushes even if I didnt touch it since multiple compiles. Just hammer things.

okay, thanks for that! but the first error, has never happened, only once, and that was when I tested the map for the <number> time! what matters is, I've tested a lot of times, and have never gotten it, untill now, and on the base of the map, which I had already put up a long time ago...