Could you do me a favor and provide the following:
-Compile log (Any time you're having an issue involving compiling your map, you should always include this; 4/5 times, the compile log contains the problem.)
-A Hammer screenshot of the area, alongside the overlay/decal's properties
-A screenshot in TF2 of the area
Alright!
Here ya go:
These are the small healthkits + the patches in the Hammer Editor
These are the properties of the Patches, i marked them to which one is the red and which one is the blu one.
These are the *invisible* patches ingame
and last but not least, the Compile Log!:
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\privat\Documents\My Maps\test.vmf"
Valve Software - vbsp.exe (Aug 2 2018)
6 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\privat\Documents\My Maps\test.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/test/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/test/dev/dev_blendmeasure2_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\privat\Documents\My Maps\test.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_well_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_well_01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (23984 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 154 texinfos to 77
Reduced 17 texdatas to 14 (429 bytes to 368)
Writing C:\Users\privat\Documents\My Maps\test.bsp
Wrote ZIP buffer, estimated size 914, actual size 700
0 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\privat\Documents\My Maps\test"
Valve Software - vvis.exe (Aug 2 2018)
6 threads
reading c:\users\privat\documents\my maps\test.bsp
reading c:\users\privat\documents\my maps\test.prt
75 portalclusters
157 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 3433
Average clusters visible: 45
Building PAS...
Average clusters audible: 73
visdatasize:2147 compressed from 2400
writing c:\users\privat\documents\my maps\test.bsp
0 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\privat\Documents\My Maps\test"
Valve Software - vrad.exe SSE (Jul 18 2018)
Valve Radiosity Simulator
6 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\users\privat\documents\my maps\test.bsp
Setting up ray-trace acceleration structure... Done (0.03 seconds)
321 faces
137916 square feet [19860000.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
321 patches before subdivision
7045 patches after subdivision
8 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 359148, max 230
transfer lists: 2.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(62123, 32181, 25661)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(11470, 3680, 3843)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(2397, 474, 633)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(526, 65, 108)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(118, 9, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(27, 1, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(6, 0, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0024 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 14/1024 672/49152 ( 1.4%)
brushes 61/8192 732/98304 ( 0.7%)
brushsides 370/65536 2960/524288 ( 0.6%)
planes 220/65536 4400/1310720 ( 0.3%)
vertexes 483/65536 5796/786432 ( 0.7%)
nodes 277/65536 8864/2097152 ( 0.4%)
texinfos 77/12288 5544/884736 ( 0.6%)
texdata 14/2048 448/65536 ( 0.7%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 321/65536 17976/3670016 ( 0.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 166/65536 9296/3670016 ( 0.3%)
leaves 292/65536 9344/2097152 ( 0.4%)
leaffaces 345/65536 690/131072 ( 0.5%)
leafbrushes 178/65536 356/131072 ( 0.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 2086/512000 8344/2048000 ( 0.4%)
edges 1175/256000 4700/1024000 ( 0.5%)
LDR worldlights 8/8192 704/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 17/32768 170/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 255/65536 510/131072 ( 0.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 145736/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 2147/16777216 ( 0.0%)
entdata [variable] 16478/393216 ( 4.2%)
LDR ambient table 292/65536 1168/262144 ( 0.4%)
HDR ambient table 292/65536 1168/262144 ( 0.4%)
LDR leaf ambient 1348/65536 37744/1835008 ( 2.1%)
HDR leaf ambient 292/65536 8176/1835008 ( 0.4%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/1396 ( 0.1%)
pakfile [variable] 700/0 ( 0.0%)
physics [variable] 23984/4194304 ( 0.6%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 786
Writing c:\users\privat\documents\my maps\test.bsp
3 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\privat\Documents\My Maps\test.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\test.bsp"
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" +map "test" -steam
Thank you.