Respawn Visualizer Help?

ReSrc Pixel

L1: Registered
Oct 22, 2024
7
1
Hello everyone, I'm back!

My map has gone well and all thats left is the respawn visualizer.

For some reason whenever I have one setup in game, the texture is overridden by the door texture behind it, I've tried both no_entry and no_entry_nocull textures and there was no change.

Any advice?

1730129793026.png
 

spruce

L3: Member
Aug 14, 2022
144
36
For some reason whenever I have one setup in game, the texture is overridden by the door texture behind it
I'm not sure I understand the issue, but here's possible fixes:

1. The no entry brush face and door face are in the same spot
If this is the case, move the no entry brush a bit in front of the door so it doesn't get eaten by the door texture

2. No entry brush is not visible at all
Is the visualizer linked to an actual func_respawnroom brush with the proper team selected in the spawn room's keyvalues? (func_respawnroom's "Associated Respawn Room" keyvalue is set to team Red so only Blu can see it)

Not a fix for the issue but yes you should do
try the fit command in the material editor
so the texture does not repeat.
Also: do not use the Nocull texture because it renders the face from both sides, it's not essential but it's unecessary to have a 2 way no entry sign when players only see it from the outside
 

ReSrc Pixel

L1: Registered
Oct 22, 2024
7
1
I'm not sure I understand the issue, but here's possible fixes:

1. The no entry brush face and door face are in the same spot
If this is the case, move the no entry brush a bit in front of the door so it doesn't get eaten by the door texture

2. No entry brush is not visible at all
Is the visualizer linked to an actual func_respawnroom brush with the proper team selected in the spawn room's keyvalues? (func_respawnroom's "Associated Respawn Room" keyvalue is set to team Red so only Blu can see it)

Not a fix for the issue but yes you should do

so the texture does not repeat.
Also: do not use the Nocull texture because it renders the face from both sides, it's not essential but it's unecessary to have a 2 way no entry sign when players only see it from the outside
1730165126404.jpeg


Right now I'm just trying to get it to render properly, this is currently the "nocull" version, which is still getting culled by the door for some reason.
1730165175681.png


It is setup with the respective respawn room (respawn_red_1)

1730165245346.png
 

spruce

L3: Member
Aug 14, 2022
144
36
1730165126404.jpeg


Right now I'm just trying to get it to render properly, this is currently the "nocull" version, which is still getting culled by the door for some reason.
1730165175681.png


It is setup with the respective respawn room (respawn_red_1)

1730165245346.png
I think I've had this issue before and I'm not sure how I fixed it
Hoping this works: make a bunch of copies of the door and respawn room visualizer and change the "Render Mode" on each visualizer, then compile and check which one of them (if any) works, then use that visualizer's render mode.

If that doesn't work then try remaking the visualizer and door.

If that also does not work try copy pasting a visualizer from one of valve's maps: https://tf2maps.net/threads/sticky-the-original-valve-maps-great-reference.16/
 

ReSrc Pixel

L1: Registered
Oct 22, 2024
7
1
I think I've had this issue before and I'm not sure how I fixed it
Hoping this works: make a bunch of copies of the door and respawn room visualizer and change the "Render Mode" on each visualizer, then compile and check which one of them (if any) works, then use that visualizer's render mode.

If that doesn't work then try remaking the visualizer and door.

If that also does not work try copy pasting a visualizer from one of valve's maps: https://tf2maps.net/threads/sticky-the-original-valve-maps-great-reference.16/
I set the "Render Mode" to "Texture" and it seems to be rendering as it normally should.

Thanks man.