Overlays won't show in-game?

Discussion in 'Mapping Questions & Discussion' started by It's me sized!, Jul 28, 2015.

  1. It's me sized!

    It's me sized! L1: Registered

    Messages:
    31
    Positive Ratings:
    4
    Hello, so I've been making my first map, and I've ran into quite the issue: When I add overlays to my map, they will not render within the game! This is quite the issue as I very much would like to be able to use overlays to decorate. When I add them in hammer, they look fine. But when I launch the map in TF2, they don't appear! Does anybody know what's wrong?


    ---Log---


    ** Executing...
    ** Command: "F:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "F:\Steam\steamapps\common\Team Fortress 2\tf" "F:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_risen.vmf"

    Valve Software - vbsp.exe (Jul 2 2015)
    4 threads
    materialPath: F:\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading F:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_risen.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    **** leaked ****
    Entity light (-1728.00 -2304.00 384.00) leaked!

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1888.0 0.0 -8.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1984.0 0.0 344.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1440.0 0.0 152.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1984.0 0.0 736.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1568.0 0.0 1104.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1824.0 0.0 1104.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1280.0 0.0 1088.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1280.0 0.0 1424.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:

    *** Suppressing further FindPortalSide errors.... ***
    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 (1)
    *** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_morningsnow_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) (100068 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 520 texinfos to 269
    Reduced 49 texdatas to 35 (1479 bytes to 869)
    Writing F:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_risen.bsp
    11 seconds elapsed

    ** Executing...
    ** Command: "F:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "F:\Steam\steamapps\common\Team Fortress 2\tf" "F:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_risen"

    Valve Software - vvis.exe (Jul 2 2015)
    4 threads
    reading f:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_risen.bsp
    reading f:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_risen.prt
    LoadPortals: couldn't read f:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_risen.prt


    ** Executing...
    ** Command: "F:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -both -game "F:\Steam\steamapps\common\Team Fortress 2\tf" "F:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_risen"

    Valve Software - vrad.exe SSE (Jul 2 2015)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    [39 texlights parsed from 'lights.rad']

    Loading f:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_risen.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.99 seconds)
    1664 faces
    752923 square feet [108420968.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    sun extent from map=0.087156
    100 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (46)
    Build Patch/Sample Hash Table(s).....Done<0.0230 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
    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 (14)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 22/1024 1056/49152 ( 2.1%)
    brushes 265/8192 3180/98304 ( 3.2%)
    brushsides 1654/65536 13232/524288 ( 2.5%)
    planes 754/65536 15080/1310720 ( 1.2%)
    vertexes 3164/65536 37968/786432 ( 4.8%)
    nodes 1400/65536 44800/2097152 ( 2.1%)
    texinfos 269/12288 19368/884736 ( 2.2%)
    texdata 35/2048 1120/65536 ( 1.7%)
    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 1664/65536 93184/3670016 ( 2.5%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 684/65536 38304/3670016 ( 1.0%)
    leaves 1423/65536 45536/2097152 ( 2.2%)
    leaffaces 1855/65536 3710/131072 ( 2.8%)
    leafbrushes 768/65536 1536/131072 ( 1.2%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 10432/512000 41728/2048000 ( 2.0%)
    edges 6337/256000 25348/1024000 ( 2.5%)
    LDR worldlights 100/8192 8800/720896 ( 1.2%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 237/32768 2370/327680 ( 0.7%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 3450/65536 6900/131072 ( 5.3%)
    cubemapsamples 20/1024 320/16384 ( 2.0%)
    overlays 20/512 7040/180224 ( 3.9%)
    LDR lightdata [variable] 1931020/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 74114/393216 (18.8%)
    LDR ambient table 1423/65536 5692/262144 ( 2.2%)
    HDR ambient table 1423/65536 5692/262144 ( 2.2%)
    LDR leaf ambient 9384/65536 262752/1835008 (14.3%)
    HDR leaf ambient 1423/65536 39844/1835008 ( 2.2%)
    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] 1/23712 ( 0.0%)
    pakfile [variable] 5109/0 ( 0.0%)
    physics [variable] 100068/4194304 ( 2.4%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 4380
    Writing f:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_risen.bsp
    1 minute, 2 seconds elapsed
    Valve Software - vrad.exe SSE (Jul 2 2015)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    [39 texlights parsed from 'lights.rad']

    Loading f:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_risen.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.98 seconds)
    1664 faces
    752923 square feet [108420968.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    sun extent from map=0.087156
    100 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (47)
    Build Patch/Sample Hash Table(s).....Done<0.0256 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
    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 (13)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 22/1024 1056/49152 ( 2.1%)
    brushes 265/8192 3180/98304 ( 3.2%)
    brushsides 1654/65536 13232/524288 ( 2.5%)
    planes 754/65536 15080/1310720 ( 1.2%)
    vertexes 3164/65536 37968/786432 ( 4.8%)
    nodes 1400/65536 44800/2097152 ( 2.1%)
    texinfos 269/12288 19368/884736 ( 2.2%)
    texdata 35/2048 1120/65536 ( 1.7%)
    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 1664/65536 93184/3670016 ( 2.5%)
    hdr faces 1664/65536 93184/3670016 ( 2.5%)
    origfaces 684/65536 38304/3670016 ( 1.0%)
    leaves 1423/65536 45536/2097152 ( 2.2%)
    leaffaces 1855/65536 3710/131072 ( 2.8%)
    leafbrushes 768/65536 1536/131072 ( 1.2%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 10432/512000 41728/2048000 ( 2.0%)
    edges 6337/256000 25348/1024000 ( 2.5%)
    LDR worldlights 100/8192 8800/720896 ( 1.2%)
    HDR worldlights 100/8192 8800/720896 ( 1.2%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 237/32768 2370/327680 ( 0.7%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 3450/65536 6900/131072 ( 5.3%)
    cubemapsamples 20/1024 320/16384 ( 2.0%)
    overlays 20/512 7040/180224 ( 3.9%)
    LDR lightdata [variable] 1931020/0 ( 0.0%)
    HDR lightdata [variable] 1931020/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 74114/393216 (18.8%)
    LDR ambient table 1423/65536 5692/262144 ( 2.2%)
    HDR ambient table 1423/65536 5692/262144 ( 2.2%)
    LDR leaf ambient 9384/65536 262752/1835008 (14.3%)
    HDR leaf ambient 9384/65536 262752/1835008 (14.3%)
    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] 1/23712 ( 0.0%)
    pakfile [variable] 5109/0 ( 0.0%)
    physics [variable] 100068/4194304 ( 2.4%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 4380
    Writing f:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_risen.bsp
    1 minute, 3 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "F:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_risen.bsp" "F:\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_risen.bsp"


    ** Executing...
    ** Command: "F:\Steam\steamapps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -game "F:\Steam\steamapps\common\Team Fortress 2\tf" -dxlevel 81 -sw -noborder -w 1680 -h 1050 -console -novid -useforcedmparms -noforcemaccel -noforcemspd +map "koth_risen" -steam

     
  2. tyler

    aa tyler snail prince, master of a ruined tower

    Messages:
    5,031
    Positive Ratings:
    3,975
    Have you read the sticky threads in this forum about checking your compile log for errors? Because I see several errors and they are all incredibly easy to spot, even if you don't know what you're looking for.

    I'll save you some time I guess: go here http://www.interlopers.net/errors/ and put your compile log in. It will detail some errors and how to fix them. If fixing your leak doesn't fix your overlays, make sure they are attached to the right brush face by opening the properties and changing the brush face (hit Pick and then click the brush faces in the 3D viewport).

    In the future please read the sticky threads because they are there for a reason.
     
  3. YM

    aa YM LVL100 YM

    Messages:
    7,099
    Positive Ratings:
    5,739
    You have a leak, so you should fix that first. leaks cause allll sorts of knock on errors.
    https://developer.valvesoftware.com/wiki/Leak
    Once you've fixed that, if the problem persists, post pictures of the overlay (and it's settings) in hammer, and ingame.
     
  4. Ynders

    aa Ynders absolutely gormful

    Messages:
    403
    Positive Ratings:
    513
    After you fix the leak, try r_renderoverlayfragment 1. Most FPS configs set it to 0.
     
    • Thanks Thanks x 1
  5. It's me sized!

    It's me sized! L1: Registered

    Messages:
    31
    Positive Ratings:
    4
    Well, It's persisting.
    So here's pictures of the overlays, their settings, and their not-being-there in-game.

    http://imgur.com/a/XwF68
     
  6. It's me sized!

    It's me sized! L1: Registered

    Messages:
    31
    Positive Ratings:
    4
    Ynders had the solution. Thanks Ynders! :thumbup: