Overlays not showing up ingame

Discussion in 'Mapping Questions & Discussion' started by lemm1ng, Apr 23, 2019.

  1. lemm1ng

    lemm1ng L1: Registered

    Messages:
    2
    Positive Ratings:
    1
    I'm fairly new to Hammer Editor, but i'm learning! But now I've hit a problem. I want to create the "patch" overlay that usually is placed under Medkits, Ammo Packs etc. but they don't show up ingame.
    I first thought it may be because of my graphics, i usually put them at low because my PC is kinda a potato, but no, changing it to very high didn't change anything.

    Help Appreciated!

    - lemm1ng :sniper:
     
  2. Da Spud Lord

    aa Da Spud Lord Occasionally I make maps

    Messages:
    1,289
    Positive Ratings:
    857
    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
     
  3. lemm1ng

    lemm1ng L1: Registered

    Messages:
    2
    Positive Ratings:
    1
    Alright!

    Here ya go:
    1.PNG 2.PNG

    These are the small healthkits + the patches in the Hammer Editor
    3.PNG 4.PNG

    These are the properties of the Patches, i marked them to which one is the red and which one is the blu one. 20190423191024_1.jpg 20190423191017_1.jpg
    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.
     
    • Like Like x 1
  4. henke37

    aa henke37

    Messages:
    2,042
    Positive Ratings:
    490
    And you haven't used any strange "configs" that simply turn of decals?
     
    • Agree Agree x 1
  5. Tango

    Tango ‘Bout that beer I owed you.

    Messages:
    197
    Positive Ratings:
    238
    Maybe so, in lemm1ng's first post he mentions his PC details:

    Many popular Configs (Master's config, Chris config etc.) disable overlays on low settings. And turning the graphics up in-game will not enable overlays. The in-game options cannot disable or change the autoexec that disables overlays. (IIRC It only overrides some of your configs settings not others, ex. texture quality, model quality will be changed.) But I could be wrong please correct me if the previous statement is incorrect.

    It could also be that the surface you put on overlay on is an brush entity. (func_detail is an exception to this rule.) If that is true move the brush to world with 'CRTL - SHIFT - W' or use the brush menu.

    If neither of these solutions work I'm stumped.
     
  6. Ailurus

    Ailurus L1: Registered

    Messages:
    15
    Positive Ratings:
    19
    I've been having a lot of weird things happening with my decals too, most of the time it was due to it not being assigned to the right brush, despite saying it is, try pressing "Alt P" and see if the error is showing up in there, I found just hitting fix from there worked 90% of the time, if not, I just replaced the decal using the decal tool, hope this helps. :)
     
    • Thanks Thanks x 1