Rather strange overlays... (need help)

Discussion in 'Mapping Questions & Discussion' started by Adawby, Jul 27, 2015.

  1. Adawby

    Adawby L1: Registered

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    3
    Hello everyone, im having problems with overlays... particularly the ones that go right underneath the health and ammo packs. For some bizarre reason everytime I try to place an overlay underneath health and ammo pickups on my map, it causes the map not to run! I just can't seem to find what is going as the overlays on the walls and structures of my map do not cause this problem.

    Here is the log for when I tried to compile:


    HTML:
    ** 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_dieselyard_v1.vmf"
    
    Valve Software - vbsp.exe (Jul  2 2015)
    8 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_dieselyard_v1.vmf
    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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_dieselyard_v1.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 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
    Overlay touching too many faces (touching 208, max 64)
    Overlay overlays/patch001 at 2992.0 3664.0 -768.0
    
    ** 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_dieselyard_v1"
    
    Valve Software - vvis.exe (Jul  2 2015)
    8 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_dieselyard_v1.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_dieselyard_v1.prt
     386 portalclusters
    1147 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 (5)
    Optimized: 278 visible clusters (0.28%)
    Total clusters visible: 100454
    Average clusters visible: 260
    Building PAS...
    Average clusters audible: 385
    visdatasize:40594  compressed from 43232
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_dieselyard_v1.bsp
    5 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_dieselyard_v1"
    
    Valve Software - vrad.exe SSE (Jul  2 2015)
    
          Valve Radiosity Simulator     
    8 threads
    [Reading texlights from 'lights.rad']
    [39 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_dieselyard_v1.bsp
    Setting up ray-trace acceleration structure... Done (1.03 seconds)
    2172 faces
    1488133 square feet [214291200.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    2172 patches before subdivision
    105352 patches after subdivision
    sun extent from map=0.087156
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_dieselyard_v1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_dieselyard_v1.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" -windowed -noborder -w 1920 -h 1080 -novid +map "koth_dieselyard_v1" -steam
    
    
    What happens is hammer shows no errors and begins to start TF2 as if the compile was successful but in the end TF2 closes a few moments after it was opened and I am returned back to hammer. I am completely stumped and fear I will just have to continue using block brushes underneath my health and ammo...


    EDIT: Huge thanks to Tumbolisu and killohurtz

    Turns out I had accidentally made a displacement on where one of my overlays, also I cut the massive brush faces into smaller ones, and now everything is back in working order :D
     
    Last edited: Jul 27, 2015
  2. Tumbolisu

    aa Tumbolisu  I ⌄ I 

    Messages:
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    Overlay touching too many faces (touching 208, max 64)
    Overlay overlays/patch001 at 2992.0 3664.0 -768.0

    Do you have it on a displacement? Place a wooden or metal thingy instead.
    Do you have it on top of badly cut up geometry? Optimize. That cutting up can be from in-hammer and from the compile itself. Remove the overlay and use wireframe mode ingame to check out what's going on there.
     
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  3. killohurtz

    aa killohurtz Distinction in Applied Carving

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    It could also be caused by the overlay being on a massive brush face. During compile, vbsp splits faces wherever other world brushes touch it, and any overlays on that face will remain assigned to every single part. If this happens to be on a really big brush touching lots of complex world geometry, the assigned face count can add up fast. You can fix this by splitting up the big brush into several smaller ones and func_detailing some things that touch it.
     
    • Thanks Thanks x 1