Issue with rendering and no_entry & respawnroomvisualizer

Alterno

L1: Registered
Mar 2, 2021
2
0
[Fixed!] if you are encountering this issue, make sure the names on each of the respawnroomvisualizers are unique!

I am working on my first ever map and am running into an issue where the overlay/no_entry texture on my func_respawnroomvisualizer is rendering behind the door.

I've been following UEAKCrash's tutorial up until now. and have no Idea on how to fix it. If I delete one of them and copy the other, the working / broken side changes and if I add more, only one works.

Picture: the left one is rendered correctly but the one on the right is behind the door, and will appear behind other things like ammo casings
upload_2021-3-2_15-12-39.png


Additional Picture:
upload_2021-3-2_15-20-54.png
 
Last edited:
Oct 6, 2008
1,965
450
you have to put nodraw texture on all surfaces except the no entry side - then place that brush behind a door so that it can't be seen - they're only meant to be seen when the door opens
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
89
It's a known bug in the game since 2016's "Meet Your Match" update. It's been said around here that deleting the brush and making another seems to fix the issue (though it may break others, which will then have to undergo the same procedure).
 

Alterno

L1: Registered
Mar 2, 2021
2
0
Fixed it! All I needed to do was make the name of each respawnroomvisualizer unique.
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
89
Fixed it! All I needed to do was make the name of each respawnroomvisualizer unique.
Naming entities often changes their state/functionality (depends on the entity), so unless you really need to, you shouldn't name them, even if it's just to fix an issue that can be fixed another way.