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Is it me or an actual func_respawnroomvisualizer's texture bug?

Discussion in 'Mapping Questions & Discussion' started by MOCOLONI, Jan 8, 2017.

  1. MOCOLONI

    MOCOLONI L2: Junior Member

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    Hi. So recently I decided to start finshing a map I've been working on for almost 2 years now, and that was mentioned here a couple of times (cp_orange_x3_natural). There was a long development hiatus and started working on it 2 weeks ago.

    Anyway, so what I've noticed is that one of the func_respawnroomvisualizers don't display their texture when approaching to it as enemy or spectator, while the rest in the map do.

    This is how it looks like:
    [​IMG]

    The problem isn't really on the entity, though, because this is what happens when the door is open:
    [​IMG]

    And here's the PoV from a friend:
    [​IMG]


    As you can see in the first screenshot, that's a different map I called "_hq" where I had to perform some func_detail changes to see if it helps, as well as compiling the map in Expert Mode's "Full HDR -final", but nothing helped. And no, the entity is NOT inside the door. It's outside enough to be seen, the same way as the one on the right and the other two at the other spawn. You can also notice that the "broken" one is like transparent or something that you can see prop models through it.

    I tried to get the oldest version of the map, which is an RC2 one, from November 2015, and the problem persists. I can't really remember if it was there but I never noticed such thing, since I was often going Spectator to take pictures for the Workshop submission.

    One thing I did notice: changing between different versions of the map in the same game session seems to fix the glitch somehow, but restarting the game and loading any of these 3 maps glitches the texture again.


    EDIT/P.S: I'm not using custom textures nor materials related to the entity's one.
    EDIT 2: Both entities on each spawn were modified at once by selecting them and applying changes in one Properties window, so both work the same way and linked to the spawn's respawnroom trigger.
    EDIT 3: I've tested the map on SFM's TF2 version and the bug seems to be gone.
    [​IMG]


    I don't know whether it's related to my client or the game's latest build itself. I've checked all I could in all the folders and found nothing that could affect the materials. The glitch is only happening in the current TF2.
     
    Last edited: Jan 8, 2017
  2. MOCOLONI

    MOCOLONI L2: Junior Member

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    (not really bumping); just added a new picture on how it looks like in SFM.
     
  3. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Did you try remaking the entity? Does hammer's alt-p report any errors?
     
  4. Another Bad Pun

    aa Another Bad Pun 12 12 12

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    Do both doors use the exact same noentry texture? I'm pretty sure there are two visually identical versions of the texture with different properties.
     
  5. MOCOLONI

    MOCOLONI L2: Junior Member

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    I haven't but I was going to. I however tried compiling the map with SFM's Hammer but the .bsp doesn't load properly in the game. About the Problems list, only the ones related to "infodecal" and "info_overlay" show up, just because "angles" are considered invalid keyvalues.

    Not really the exact same entity. Both are their own "func_respawnroomvisualizer" entities, but configured the same way (selecting both and then pressing Alt+Enter).
     
  6. Another Bad Pun

    aa Another Bad Pun 12 12 12

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    I'm talking about the red no-entry texture itself. The broken may be the wrong texture - I think there are two variants that look the same, but one of them is for overlays only.
     
  7. RodionJenga

    RodionJenga L4: Comfortable Member

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    no_entry_nocull (the near identical varient) is just visible from both sides. Both respawnroomvisualizer textures are categorized under overlays for some reason.

    As for fixes i'd recomend just deleting it and copy-pasting the working one. A texture going behind props behind it is...odd
     
  8. ics

    ics L8: Fancy Shmancy Member

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    It's just you propably and your settings. I've had similiar issues when looking my own maps and i know that the stuff is correctly set up. Sometimes they appear just broken as in showing stuff through them like in your shot. But when i restart the game, they might be just fine again.
     
  9. MOCOLONI

    MOCOLONI L2: Junior Member

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    Checked that already, and both use the default "overlays/no_entry" material. I'll be trying to re-do the entity soon, thanks.

    It's not actually "just me" since I included a screenshot from a friend's PoV, and it seems he's having the same. Either the entity on my map just got something wrong out of nowhere or there are problems with the map's compilation. I even mentioned that the texture doesn't show up if my map is the first one to be loaded in your game's session; switching from a map to my one (or even from my map to my map again [as if reloading it]) fixes the problem, but restarting the game seems to be bringing it back.
     
  10. ics

    ics L8: Fancy Shmancy Member

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    Things like this can happen when the texture is not made as entity. It cannot be map compile issue, if there isn't any other entities overlapping that one or going through it, such as visleafs or areaportals. I still think it's just player config issue - this bug usually happens more often if HDR is not on.
     
  11. MOCOLONI

    MOCOLONI L2: Junior Member

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    Since you're a trusted mapper, I could send you the .vmf and you check everything yourself, from entities to how it looks in-game. And again: I mentioned that changing from a map to this one "fixes" the issue, and SFM's TF2 doesn't seem to cause the entity to be bugged.
     
  12. ics

    ics L8: Fancy Shmancy Member

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    I can take a look if you want.
     
  13. MOCOLONI

    MOCOLONI L2: Junior Member

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    Putting the link into a conversation.