Overlays not appearing

  • Site Migration: See bugs? Report them here. Want something changed or have an idea? Suggest it here.

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,284
886
Another issue, this time my overlays aren't appearing ingame...
 

Freyja

aa
Jul 31, 2009
2,953
5,537
Overlays won't appear if your map is rendering in fullbright. Also check their assigned faces
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,284
886
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?
 

Idolon

a survivor with too much paint
aa
Feb 7, 2008
2,065
6,025
How dense are your lightmaps? This error can happen on faces with really high quality shadows.
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,284
886
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....
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,284
886
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

a survivor with too much paint
aa
Feb 7, 2008
2,065
6,025
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
aa
Nov 5, 2014
855
1,232
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

we've all had better times to die
aa
Feb 10, 2017
1,284
886
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
1,015
342
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

we've all had better times to die
aa
Feb 10, 2017
1,284
886