Area Portal Leak

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oliethefolie

L1: Registered
Jul 15, 2010
26
2
I'm making my first map, I'm in alpha stage at the moment and have just begun some optimization. I'm using area portals in doors and have almost done all of them, however it appears I have a leak in my areaportals. It's in one of two places probably but I have no idea how to fix it, it's also only on one side of the (symetrical) ctf map. Here is my render code thingy (my mind has gone blank):
** Executing...
** Command: "c:\program files\steam\steamapps\thunderolie\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\thunderolie\team fortress 2\tf" "C:\Program Files\Steam\steamapps\thunderolie\sourcesdk_content\tf\mapsrc\ctf_trenchfare_a5.vmf"

Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: c:\program files\steam\steamapps\thunderolie\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\thunderolie\sourcesdk_content\tf\mapsrc\ctf_trenchfare_a5.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)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...Wrote C:\Program Files\Steam\steamapps\thunderolie\sourcesdk_content\tf\mapsrc\ctf_trenchfare_a5.lin
Areaportal leak ! File: C:\Program Files\Steam\steamapps\thunderolie\sourcesdk_content\tf\mapsrc\ctf_trenchfare_a5.lin
Brush 193897: areaportal brush doesn't touch two areas

Brush 193238: areaportal brush doesn't touch two areas

Brush 191044: areaportal brush doesn't touch two areas

Brush 191044: areaportal brush doesn't touch two areas

Brush 193250: areaportal brush doesn't touch two areas

Brush 192156: areaportal brush doesn't touch two areas

Brush 192258: areaportal brush doesn't touch two areas

Brush 192402: areaportal brush doesn't touch two areas

Brush 192115: areaportal brush doesn't touch two areas

Brush 193250: areaportal brush doesn't touch two areas
done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 54 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\thunderolie\sourcesdk_content\tf\mapsrc\ctf_trenchfare_a5.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_gravel_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) (295788 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1169 texinfos to 822
Reduced 15 texdatas to 13 (367 bytes to 298)
Writing C:\Program Files\Steam\steamapps\thunderolie\sourcesdk_content\tf\mapsrc\ctf_trenchfare_a5.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\thunderolie\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\thunderolie\team fortress 2\tf" "C:\Program Files\Steam\steamapps\thunderolie\sourcesdk_content\tf\mapsrc\ctf_trenchfare_a5"

Valve Software - vvis.exe (Jul 7 2010)
2 threads
reading c:\program files\steam\steamapps\thunderolie\sourcesdk_content\tf\mapsrc\ctf_trenchfare_a5.bsp
reading c:\program files\steam\steamapps\thunderolie\sourcesdk_content\tf\mapsrc\ctf_trenchfare_a5.prt
1100 portalclusters
3446 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 (110)
Optimized: 5025 visible clusters (0.00%)
Total clusters visible: 333955
Average clusters visible: 303
Building PAS...
Average clusters audible: 1028
visdatasize:276776 compressed from 316800
writing c:\program files\steam\steamapps\thunderolie\sourcesdk_content\tf\mapsrc\ctf_trenchfare_a5.bsp
1 minute, 50 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\thunderolie\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\thunderolie\team fortress 2\tf" "C:\Program Files\Steam\steamapps\thunderolie\sourcesdk_content\tf\mapsrc\ctf_trenchfare_a5"

Valve Software - vrad.exe SSE (Jul 7 2010)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\thunderolie\sourcesdk_content\tf\mapsrc\ctf_trenchfare_a5.bsp
Setting up ray-trace acceleration structure... Done (0.51 seconds)
5533 faces
7 degenerate faces
1533629 square feet [220842624.00 square inches]
2 Displacements
14563 Square Feet [2097154.50 Square Inches]
5526 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
115730 patches after subdivision
sun extent from map=0.000000
125 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (30)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (16)
transfers 10967782, max 842
transfer lists: 83.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(539961, 346178, 394315)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(64994, 24383, 35218)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(9850, 1991, 3957)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1742, 180, 518)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(337, 17, 74)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(69, 2, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(15, 0, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0491 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8)
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 (9)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 53/1024 2544/49152 ( 5.2%)
brushes 782/8192 9384/98304 ( 9.5%)
brushsides 4935/65536 39480/524288 ( 7.5%)
planes 2598/65536 51960/1310720 ( 4.0%)
vertexes 8013/65536 96156/786432 (12.2%)
nodes 2358/65536 75456/2097152 ( 3.6%)
texinfos 822/12288 59184/884736 ( 6.7%)
texdata 13/2048 416/65536 ( 0.6%)
dispinfos 2/0 352/0 ( 0.0%)
disp_verts 578/0 11560/0 ( 0.0%)
disp_tris 1024/0 2048/0 ( 0.0%)
disp_lmsamples 39216/0 39216/0 ( 0.0%)
faces 5533/65536 309848/3670016 ( 8.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3057/65536 171192/3670016 ( 4.7%)
leaves 2412/65536 77184/2097152 ( 3.7%)
leaffaces 6316/65536 12632/131072 ( 9.6%)
leafbrushes 1586/65536 3172/131072 ( 2.4%)
areas 3/256 24/2048 ( 1.2%)
surfedges 38813/512000 155252/2048000 ( 7.6%)
edges 23473/256000 93892/1024000 ( 9.2%)
LDR worldlights 125/8192 11000/720896 ( 1.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 442/32768 4420/327680 ( 1.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 8091/65536 16182/131072 (12.3%)
cubemapsamples 6/1024 96/16384 ( 0.6%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 4342352/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 276776/16777216 ( 1.6%)
entdata [variable] 72761/393216 (18.5%)
LDR ambient table 2412/65536 9648/262144 ( 3.7%)
HDR ambient table 2412/65536 9648/262144 ( 3.7%)
LDR leaf ambient 13273/65536 371644/1835008 (20.3%)
HDR leaf ambient 2412/65536 67536/1835008 ( 3.7%)
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] 1/830 ( 0.1%)
pakfile [variable] 351/0 ( 0.0%)
physics [variable] 295788/4194304 ( 7.1%)
physics terrain [variable] 1686/1048576 ( 0.2%)

Level flags = 0

Total triangle count: 15486
Writing c:\program files\steam\steamapps\thunderolie\sourcesdk_content\tf\mapsrc\ctf_trenchfare_a5.bsp
1 minute, 7 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\thunderolie\sourcesdk_content\tf\mapsrc\ctf_trenchfare_a5.bsp" "c:\program files\steam\steamapps\thunderolie\team fortress 2\tf\maps\ctf_trenchfare_a5.bsp"
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
To stop area portal leak, there cannot be a way from one side (of the area portal) to the other.
Much like there cannot be a way from an entity in to the void.
 

Cynick

L4: Comfortable Member
Feb 7, 2010
153
284
Basically, an areaportal must seal off an area similar to the way your map is sealed off from the void. What this means is that if you can go from one side of an areaportal around to the other side of the area portal without crossing world brushes (not including func_details and displacements) or other areaportals, then the areaportal has leaked.

Go Map > Load Pointfile and click load default pointfile and a red line will be drawn from one side of the areaportal that leaked around to the other side. This should help fixing the problem by seeing where needs to be sealed off.
 

oliethefolie

L1: Registered
Jul 15, 2010
26
2
Basically, an areaportal must seal off an area similar to the way your map is sealed off from the void. What this means is that if you can go from one side of an areaportal around to the other side of the area portal without crossing world brushes (not including func_details and displacements) or other areaportals, then the areaportal has leaked.

Go Map > Load Pointfile and click load default pointfile and a red line will be drawn from one side of the areaportal that leaked around to the other side. This should help fixing the problem by seeing where needs to be sealed off.

Should the red line go straight throught the middle of the affected areaportal?
If so, that areaportal (as far as I am aware is completely sealed yet there is still a leak.
 
Last edited:

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
300px-AreaPortalLeakFig.jpg

It goes around outside the areaportal too right?
 

oliethefolie

L1: Registered
Jul 15, 2010
26
2
300px-AreaPortalLeakFig.jpg

It goes around outside the areaportal too right?

It's similar to that except I really can't find where the hole is, I think I know where it's telling me it is, except I've redone that brush twice and I really can't find the hole.
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
In the visgroups, uncheck displacements and func_details?
 
Feb 18, 2009
640
629
Should the red line go straight throught the middle of the affected areaportal?
If so, that areaportal (as far as I am aware is completely sealed yet there is still a leak.

Erm, it shouldn't do that... perhaps the brush is invalid in some way. try deleting it and remaking it.
 

Huckle

L3: Member
May 31, 2010
149
101
Silly question perhaps but have you made sure it's not just a brush that's textured with the areaportal texture but is actually a func_areaportal entity?

If you have your selection set to solids you can make it into an entity without it applying, I've done that myself a couple of times.
 

oliethefolie

L1: Registered
Jul 15, 2010
26
2
Thanks for the help but nothing seemed to work.
I just removed all the area portals, I'll do them at a later date.