Areaports acting strangly

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
I have been having an odd issue with the areaportals in my map, or rather the doors around them.

Here is one in particular that is giving me trouble. I have a pair of doors with a func_areaportalwindow in the middle. Yes I know usually to use func_areaportal, but in this case I am using a func_brush and some env_lightglow's to create a blinding effect.

Anyway, one or both of the doors will just 'disappear' from view, revealing the sky instead. The doors aren't actually going anywhere, they just stop being rendered and its all based on angles. You can stand in one spot and it looks normal, but move slightly and a door disappears.

Some picture:
Both Doors shut, rendering normally:
2014-06-12_00007.jpg


Both doors shut, one door 'missing':
2014-06-12_00006.jpg


Both doors open, white func_brush visible
2014-06-15_00002.jpg


Both doors open, and one 'missing'
2014-06-15_00004.jpg


For reference, even though no errors
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -threads 3 -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\dr_bank_beta05"

Valve Software - vbsp.exe (Jun 10 2014)
3 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\content\tf\mapsrc\dr_bank_beta05.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...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 626 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\dr_bank_beta05.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_nightfall_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_nightfall_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 (1) (1594064 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 9434 texinfos to 3764
Reduced 334 texdatas to 275 (15296 bytes to 12317)
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\dr_bank_beta05.bsp
19 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -threads 3 -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\dr_bank_beta05"

Valve Software - vvis.exe (Jun 10 2014)
3 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\dr_bank_beta05.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\dr_bank_beta05.prt
721 portalclusters
2098 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 (15)
Optimized: 751 visible clusters (0.58%)
Total clusters visible: 129453
Average clusters visible: 179
Building PAS...
Average clusters audible: 570
visdatasize:113756 compressed from 138432
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\dr_bank_beta05.bsp
15 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -threads 3 -final -ldr -StaticPropLighting -StaticPropPolys -TextureShadows -lights "C:\Users\Adam\Documents\Mapping\DR_Bank\dr_bank_beta.rad" -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\dr_bank_beta05"

Valve Software - vrad.exe SSE (Jun 10 2014)

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

[Reading texlights from 'C:\Users\Adam\Documents\Mapping\DR_Bank\dr_bank_beta.rad']
[2 texlights parsed from 'C:\Users\Adam\Documents\Mapping\DR_Bank\dr_bank_beta.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\dr_bank_beta05.bsp
Setting up ray-trace acceleration structure... Done (18.81 seconds)
21592 faces
7 degenerate faces
2127974 square feet [306428288.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
21585 patches before subdivision
275559 patches after subdivision
sun extent from map=0.173648
334 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (361)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (45)
transfers 42248504, max 889
transfer lists: 322.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(763682, 645548, 595699)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(242414, 202611, 184704)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(78857, 73983, 68084)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(29977, 29033, 26664)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(11613, 11758, 10819)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(4687, 4906, 4515)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1916, 2079, 1916)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(799, 896, 826)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(337, 390, 360)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(144, 172, 158)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(62, 76, 70)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(27, 34, 31)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(12, 15, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(5, 7, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(2, 3, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(0, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0643 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
FinalLightFace Done
0 of 52 (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
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (70)

Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 399/1024 19152/49152 (39.0%)
brushes 4718/8192 56616/98304 (57.6%)
brushsides 50277/65536 402216/524288 (76.7%)
planes 16352/65536 327040/1310720 (25.0%)
vertexes 25609/65536 307308/786432 (39.1%)
nodes 10386/65536 332352/2097152 (15.8%)
texinfos 3764/12288 271008/884736 (30.6%)
texdata 275/2048 8800/65536 (13.4%)
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 21592/65536 1209152/3670016 (32.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 17449/65536 977144/3670016 (26.6%)
leaves 10786/65536 345152/2097152 (16.5%)
leaffaces 24932/65536 49864/131072 (38.0%)
leafbrushes 6694/65536 13388/131072 (10.2%)
areas 19/256 152/2048 ( 7.4%)
surfedges 150668/512000 602672/2048000 (29.4%)
edges 88040/256000 352160/1024000 (34.4%)
LDR worldlights 334/8192 29392/720896 ( 4.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 6/32768 72/393216 ( 0.0%)
waterstrips 855/32768 8550/327680 ( 2.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 20010/65536 40020/131072 (30.5%)
cubemapsamples 46/1024 736/16384 ( 4.5%)
overlays 16/512 5632/180224 ( 3.1%)
LDR lightdata [variable] 23104604/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 113756/16777216 ( 0.7%)
entdata [variable] 442464/393216 (112.5%) VERY FULL!
LDR ambient table 10786/65536 43144/262144 (16.5%)
HDR ambient table 10786/65536 43144/262144 (16.5%)
LDR leaf ambient 19178/65536 536984/1835008 (29.3%)
HDR leaf ambient 10786/65536 302008/1835008 (16.5%)
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] 1/48642 ( 0.0%)
pakfile [variable] 6551195/0 ( 0.0%)
physics [variable] 1594064/4194304 (38.0%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 1

Total triangle count: 45374
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\dr_bank_beta05.bsp
8 minutes, 42 seconds elapsed

** Executing...
** Command: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\bspzip.exe
** Parameters: -addorupdatelist "c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\dr_bank_beta05.bsp" "C:\Users\Adam\Documents\Mapping\DR_Bank\dr_bank_beta-bspzip.txt" "c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\dr_bank_beta05.bsp"

Opening bsp file: c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\dr_bank_beta05.bsp
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\props_pacific\smallflower.dx80.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\props_pacific\smallflower.dx90.vtx
Adding file: C:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\models\props_pacific\smallflower.mdl
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\props_pacific\smallflower.sw.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\props_pacific\smallflower.vvd
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_pacific\smallflower.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_pacific\smallflower.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_pacific\smallflower_normal.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_pacific\smallflower1.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_pacific\smallflower1.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_pacific\smallflower2.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_pacific\smallflower2.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_pacific\smallflower3.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_pacific\smallflower3.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_pacific\smallflower4.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_pacific\smallflower4.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\props_misc\vending_machine_01.dx80.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\props_misc\vending_machine_01.dx90.vtx
Adding file: c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\models\props_misc\vending_machine_01.mdl
Adding file: c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\models\props_misc\vending_machine_01.phy
Adding file: c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\models\props_misc\vending_machine_01.sw.vtx
Adding file: c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\models\props_misc\vending_machine_01.vvd
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_misc\vending_machine_01.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_misc\vending_machine_01.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_misc\vending_machine_01a.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_misc\vending_machine_02.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_misc\vending_machine_02.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\props_spytech\computer_screen_01.dx80.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\props_spytech\computer_screen_01.dx90.vtx
Adding file: c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\models\props_spytech\computer_screen_01.mdl
Adding file: c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\models\props_spytech\computer_screen_01.phy
Adding file: c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\models\props_spytech\computer_screen_01.sw.vtx
Adding file: c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\models\props_spytech\computer_screen_01.vvd
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_spytech\computer_screen_01.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_spytech\computer_screen_01.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_spytech\computer_screen_01a.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_spytech\computer_screen_01b.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_spytech\computer_screen_01b.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_spytech\computer_screen_01c.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_spytech\computer_screen_01d.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_spytech\computer_screen_02.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_spytech\computer_screen_02.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_spytech\computer_screen_02a.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_spytech\computer_screen_03.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_spytech\computer_screen_03a.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_spytech\computer_screen_04.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_spytech\computer_screen_04.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_spytech\computer_screen_04a.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_spytech\screen_black.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_spytech\screen_black.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\props_movies\bobblehead\bobblehead.dx80.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\props_movies\bobblehead\bobblehead.dx90.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\props_movies\bobblehead\bobblehead.mdl
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\props_movies\bobblehead\bobblehead.sw.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\props_movies\bobblehead\bobblehead.vvd
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_movies\bobblehead\citizen_body.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_movies\bobblehead\citizen_body.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_movies\bobblehead\citizen_head.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_movies\bobblehead\citizen_head.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\props_movies\sniper_mug\sniper_mug.dx80.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\props_movies\sniper_mug\sniper_mug.dx90.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\props_movies\sniper_mug\sniper_mug.mdl
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\props_movies\sniper_mug\sniper_mug.sw.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\props_movies\sniper_mug\sniper_mug.vvd
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_movies\sniper_mug\sniper_mug.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_movies\sniper_mug\sniper_mug.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\props_movies\sniper_mug\sniper_mug_exp.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\props_spytech\safe_closed.dx80.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\props_spytech\safe_closed.dx90.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\props_spytech\safe_closed.mdl
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\props_spytech\safe_closed.phy
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\props_spytech\safe_closed.sw.vtx
Updating file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\props_spytech\safe_closed.phy
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\props_spytech\safe_closed.vvd
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\custom\weapons\banhammer\c_sledgehammer.dx80.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\custom\weapons\banhammer\c_sledgehammer.dx90.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\custom\weapons\banhammer\c_sledgehammer.mdl
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\custom\weapons\banhammer\c_sledgehammer.phy
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\custom\weapons\banhammer\c_sledgehammer.sw.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\custom\weapons\banhammer\c_sledgehammer.vvd
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\custom\weapons\banhammer\banguisher.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\custom\weapons\banhammer\banguisher.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\tnttimebomb\tnttimebomb.dx80.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\tnttimebomb\tnttimebomb.dx90.vtx
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Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\tnttimebomb\dynamitebox01_red.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\tnttimebomb\dynamitebox01_red.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\DasMatze\Bank\GoldBarBlock.dx80.vtx
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Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\DasMatze\Bank\GoldBar_blue.vtf
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Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\DasMatze\Bank\GoldBar_logo.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\materials\models\DasMatze\Bank\GoldBar_logo.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\player\gaben.dx80.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\player\gaben.dx90.vtx
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Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\models\player\gaben.vvd
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials\models\player\hvyweapon\heavy_head_gabe.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials\models\player\hvyweapon\heavy_head_gabe.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials\models\player\hvyweapon\hvyweapon_gabe.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials\models\player\hvyweapon\hvyweapon_gabe.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\tf2m_construction_pack\models\props_construction\skybox_building002.dx80.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\tf2m_construction_pack\models\props_construction\skybox_building002.dx90.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\tf2m_construction_pack\models\props_construction\skybox_building002.mdl
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\tf2m_construction_pack\models\props_construction\skybox_building002.sw.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\tf2m_construction_pack\models\props_construction\skybox_building002.vvd
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\tf2m_construction_pack\materials\models\props_construction\skybox_building001.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\tf2m_construction_pack\materials\models\props_construction\skybox_building001.vtf
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Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\tf2m_construction_pack\materials\models\props_construction\skybox_building001c.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\tf2m_construction_pack\materials\models\props_construction\skybox_building001d.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\tf2m_construction_pack\materials\models\props_construction\skybox_building002.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\tf2m_construction_pack\materials\models\props_construction\skybox_building002.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\tf2m_construction_pack\materials\models\props_construction\skybox_building002b.vmt
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Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\tf2m_construction_pack\models\props_construction\crane_skybox_ground.dx80.vtx
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Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\tf2m_construction_pack\models\props_construction\crane_skybox_ground.mdl
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\tf2m_construction_pack\models\props_construction\crane_skybox_ground.sw.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\tf2m_construction_pack\models\props_construction\crane_skybox_ground.vvd
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\tf2m_construction_pack\models\props_construction\crane_skybox_mast.dx80.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\tf2m_construction_pack\models\props_construction\crane_skybox_mast.dx90.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\tf2m_construction_pack\models\props_construction\crane_skybox_mast.mdl
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\tf2m_construction_pack\models\props_construction\crane_skybox_mast.sw.vtx
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Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\tf2m_construction_pack\models\props_construction\crane_skybox_top.mdl
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\tf2m_construction_pack\models\props_construction\crane_skybox_top.sw.vtx
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Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\tf2m_construction_pack\materials\models\props_construction\crane_extras_skybox.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\tf2m_construction_pack\materials\models\props_construction\crane_extras_skybox.vtf
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Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\tf2m_construction_pack\materials\models\props_construction\crane_top.vtf
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Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\tf2m_construction_pack\models\props_construction\pencil_mug.mdl
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Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\tf2m_construction_pack\materials\models\props_construction\pencil_cup_01.vmt
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Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\tf2m_construction_pack\models\props_construction\ladder_aframe_tall_folded.dx80.vtx
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Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\models\props_vehicles\land\delivery_van_broken.dx80.vtx
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Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\models\props_vehicles\land\delivery_van_broken.vvd
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials\models\props_vehicles\delivery_van_blue_broken.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials\models\props_vehicles\delivery_van_blue_broken.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials\models\props_vehicles\delivery_van_red_broken.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials\models\props_vehicles\delivery_van_red_broken.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\sound\custom\dr_bank\ackbar_trap.mp3
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\sound\custom\dr_bank\gaben_defeat.mp3
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\sound\custom\dr_bank\gaben_kill.mp3
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\sound\custom\dr_bank\gaben_move_loop.mp3
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\sound\custom\dr_bank\gaben_start.mp3
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\sound\custom\dr_bank\discoduckloop.wav
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\sound\custom\dr_bank\Imma Firin Mah Lazer!.wav
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\sound\custom\dr_bank\bell.wav
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials\custom\dr_bank\dr_bank_trail.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials\custom\dr_bank\dr_bank_trail.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials\custom\dr_bank\dr_bank_trail.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials\custom\dr_bank\dr_bank_trail.vtf
Writing new bsp file: c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\dr_bank_beta05.bsp

Valve Software - bspzip.exe (Jun 10 2014)

** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\dr_bank_beta05.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\maps\dr_bank_beta05.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\hl2.exe"
** Parameters: -novid -noborder -dev -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" +map "dr_bank_beta05"
Can anyone help me stop them from disappearing? Compile log shows no errors, and Alt+P gives nothing either.
 
Last edited:
Mar 23, 2013
1,013
347
uh.. maybe the door is behind the portal and when the door is closed, the closed portal hides the door?

On another note, I'd be afraid that the gold props there cause assive overdraw, and HL2 textures aren't pretty
 

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
Areaportal leak. Load pointfile and it'll show the room that is "leaking" (the one that's missing an areaportal somewhere. they have to seal an entire area off)
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
uh.. maybe the door is behind the portal and when the door is closed, the closed portal hides the door?
Nope, they run parallel.

Areaportal leak. Load pointfile and it'll show the room that is "leaking" (the one that's missing an areaportal somewhere. they have to seal an entire area off)
No leaks and no pointfile.

So far as I can tell, the areaportal is all correct, it just stop rendering the door for no obvious reason.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Werewolf [UK];302301 said:
Nope, they run parallel.
Well, duh. What else are they gonna do, run perpendicular? But if you mean their coordinates and thickness are all exactly the same (i.e., they're essentially z-fighting), that might still be a problem. You should have the areaportal brush be thinner than the door itself and fully inside it, just to be on the safe side.

Werewolf [UK];302301 said:
No leaks and no pointfile.
This kind of leak doesn't leave ***LEAKED*** messages or pointfiles. It's caused by the "zones" that are supposed to be bordered by areaportals wrapping back around and touching the other side of the same one. Like, suppose you've got a building with a hole in the roof and a door on one side with an areaportal across it. Because of the hole in the roof, there's technically a clear path from the inside to the outside that doesn't involve going through a portal. If one path from point A to point B requires passing through an areaportal, every path has to. Make another areaportal plugging the hole in the roof, and the leak goes away.
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
Well, duh. What else are they gonna do, run perpendicular? But if you mean their coordinates and thickness are all exactly the same (i.e., they're essentially z-fighting), that might still be a problem. You should have the areaportal brush be thinner than the door itself and fully inside it, just to be on the safe side.
It already is. The areaportal brush is 2hu wide, the func_brush it renders is 4hu wide and the door is 16hu wide.

This kind of leak doesn't leave ***LEAKED*** messages or pointfiles. It's caused by the "zones" that are supposed to be bordered by areaportals wrapping back around and touching the other side of the same one. Like, suppose you've got a building with a hole in the roof and a door on one side with an areaportal across it. Because of the hole in the roof, there's technically a clear path from the inside to the outside that doesn't involve going through a portal. If one path from point A to point B requires passing through an areaportal, every path has to. Make another areaportal plugging the hole in the roof, and the leak goes away.
I already knew that, and that is not the case for this door. Both areas are indoor rooms with no access to another area without passing though other verified areaportals.

This is what I'm trying to get at here - these areaportals are functioning 100% as they should according to every guide out there. And yet, I have doors that disappear.
 

henke37

aa
Sep 23, 2011
2,075
515
Actually, you do get a point file for areaportal leaks. And a compile message. The only thing that differs is that areaportal leaks doesn't inhibit the portals file from being created.
 

henke37

aa
Sep 23, 2011
2,075
515
The process automatically merges area portals that are positioned so that it would be more efficient to treat them as one larger one. It requires that the portals have two faces each that share a plane. That is, they are on the same axis and have the same thickness.
 
Last edited:

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
The process automatically merges area portals that are positioned so that it would be more efficient to treat them as one larger one. It requires that the portals have two faces each that share a plane. That is, they are on the same axis and have the same thickness.
Would the fade distance range effect this? This particular areaportal has a range of just 100-200, while the rest on the map have 1000-1200 ranges.
But otherwise, what can I do to stop it merging?
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
OK after some googling and finding this archived thread (http://forums.tf2maps.net/archive/index.php/t-10426.html) I can confirm this areaportal does NOT share its plane with any other areaportals, because there aren't any on the same plane. As you can see in the pictures, this is a portal between 2 rooms, not like windows along a wall.

Some more pictures showing the area portal
2014-06-18_00001.jpg

2014-06-18_00002.jpg

2014-06-18_00004.jpg

2014-06-18_00006.jpg
 
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Freyja

aa
Jul 31, 2009
2,994
5,813
That's called areaportal merging.

Doesn't matter if they're 20,000 units apart, if two areaportals share the same plane, they will merge. This happened to be on keikoku on a large scale


A common way to fix it is make one take up 8 units wide and the other the other 8 units, (instead of both 16) to make them no share the same plane.
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
is this portal made of 2 brushes? If so, make each brush its own entity.
It already is. One is a 2hu thick func_areaportalwindow, the other is a 4hu thick func_brush which is set as the rendered window for the areaportal. The doors are not connected to the areaportal in anyway, except that they hide the func_brush and _areaportalwindow when the doors are closed.

That extra door you see above the 2 big doors uses the SAME brush/areaportalwindow already because I already knew that it would not work with separate sets of doors/brushes/areaportals.
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
That's called areaportal merging.

Doesn't matter if they're 20,000 units apart, if two areaportals share the same plane, they will merge. This happened to be on keikoku on a large scale


A common way to fix it is make one take up 8 units wide and the other the other 8 units, (instead of both 16) to make them no share the same plane.
And as I already stated this areaportal does NOT share its plane with any other portals!
 

Freyja

aa
Jul 31, 2009
2,994
5,813
Looks pretty much like areaportal merging to me. Perhaps you should post your VMF so we can have a look at it rather than trying to guess?
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Hold up a sec. Did you make sure the areaportal is programmed to open before the physical door starts moving, and not after?
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
Looks pretty much like areaportal merging to me. Perhaps you should post your VMF so we can have a look at it rather than trying to guess?
I can do one better and put it on a UK server. I'll pack my current WIP version tonight and load it on my server, and post the .vmf for it here.