Very Very weird thing with aeraportal

  • If you're asking a question make sure to set the thread type to be a question!

nesman

master of fast travel
aa
Jun 27, 2016
1,290
1,175
Hello,

I am running into issues with area portals

I have some pictures on what I am seeing
 

Attachments

  • 20160825121216_1.jpg
    20160825121216_1.jpg
    222.4 KB · Views: 120
  • 20160825121220_1.jpg
    20160825121220_1.jpg
    221.6 KB · Views: 128

The Letter Before A

Cool Idiot
Jul 15, 2016
292
196
area portals are a pain in the ass to get correct.
Think of areas between areaportals as an entirely separate map.
Any way an entity can escape needs to be thought about.
If you have a areaportal leak, then some WEIRD shit happens beware of them.
But yes you should post your log first.
 

nesman

master of fast travel
aa
Jun 27, 2016
1,290
1,175
tbh maybe. I will admit I am new ish, to this mapping. I will attach the map .vmf file as well in case you want to take a look for your self be warned it may look sloppy and a mess. #nesmannoob2016


** 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\cp_industry_a2.vmf"

Valve Software - vbsp.exe (Jul 26 2016)
4 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\cp_industry_a2.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/cp_industry_a2/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/cp_industry_a2/dev/dev_blendmeasure2_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_dynamic (-1712.00 -864.00 -144.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2560.0 -3072.0 560.0)
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 (-2048.0 -2152.0 -64.3)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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 (-2048.0 -2152.0 -182.4)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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 (-2048.0 -2152.0 686.1)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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 (-2048.0 -2096.0 -264.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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 (-2048.0 -2096.0 -136.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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 (-2048.0 -2096.0 408.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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 (-2048.0 -2096.0 1136.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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...
Brush 7612: areaportal brush doesn't touch two 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)
*** 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
Building Physics collision data...
done (0) (125933 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 241 texinfos to 137
Reduced 21 texdatas to 18 (506 bytes to 445)
Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_industry_a2.bsp
Wrote ZIP buffer, estimated size 954, actual size 740
2 seconds elapsed

** 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\cp_industry_a2"

Valve Software - vvis.exe (Jul 26 2016)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_industry_a2.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_industry_a2.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_industry_a2.prt


** 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\cp_industry_a2"

Valve Software - vrad.exe SSE (Jul 26 2016)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_industry_a2.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.21 seconds)
2667 faces
1143425 square feet [164653328.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.008727
14 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (15)
Build Patch/Sample Hash Table(s).....Done<0.0444 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 (8)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 15/1024 720/49152 ( 1.5%)
brushes 344/8192 4128/98304 ( 4.2%)
brushsides 2753/65536 22024/524288 ( 4.2%)
planes 1564/65536 31280/1310720 ( 2.4%)
vertexes 3625/65536 43500/786432 ( 5.5%)
nodes 1703/65536 54496/2097152 ( 2.6%)
texinfos 137/12288 9864/884736 ( 1.1%)
texdata 18/2048 576/65536 ( 0.9%)
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 2667/65536 149352/3670016 ( 4.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 944/65536 52864/3670016 ( 1.4%)
leaves 1719/65536 55008/2097152 ( 2.6%)
leaffaces 2994/65536 5988/131072 ( 4.6%)
leafbrushes 1080/65536 2160/131072 ( 1.6%)
areas 5/256 40/2048 ( 2.0%)
surfedges 15963/512000 63852/2048000 ( 3.1%)
edges 8746/256000 34984/1024000 ( 3.4%)
LDR worldlights 14/8192 1232/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 170/32768 1700/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2247/65536 4494/131072 ( 3.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 2860164/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 44580/393216 (11.3%)
LDR ambient table 1719/65536 6876/262144 ( 2.6%)
HDR ambient table 1719/65536 6876/262144 ( 2.6%)
LDR leaf ambient 8634/65536 241752/1835008 (13.2%)
HDR leaf ambient 1719/65536 48132/1835008 ( 2.6%)
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] 1/12 ( 8.3%)
pakfile [variable] 740/0 ( 0.0%)
physics [variable] 125933/4194304 ( 3.0%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 6864
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_industry_a2.bsp
25 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_industry_a2.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\cp_industry_a2.bsp"
 

Attachments

  • cp_industry_a2.vmf
    673.5 KB · Views: 76

Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
801
1,844
Go to map>load pointfile in the top bar. If you have a leak ( you do ) press Yes and a red line will be drawn that leads to the leak hole. It will probably be a confusing red line, but it will guide you anyway.

Completely seal the area portal flush with the walls (props can't seal) and then compile again. Check the point file again and if a menu comes up you are leak free! If not, repeat until you are.
 
Last edited:

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
We really need to just ask Valve to add a bit of code that forces VBSP to stop immediately and stop VVIS and VRAD from starting if it encounters a leak. Something like 90% of the problems people report are because of them, and literally the only time you want the map to continue compiling in spite of one is to show off what happens if there's a leak — something you'll never need again if they add such a feature.
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
We really need to just ask Valve to add a bit of code that forces VBSP to stop immediately and stop VVIS and VRAD from starting if it encounters a leak. Something like 90% of the problems people report are because of them, and literally the only time you want the map to continue compiling in spite of one is to show off what happens if there's a leak — something you'll never need again if they add such a feature.
VBCT has this feature, but I dont believe CompilePal has it (last time I used it, it didnt have it). @fubarFX , maybe in your next version of CompilePal you could add this? It would save many people lots of time.
 

Frosty Scales

L2: Junior Member
Mar 22, 2015
93
30
VBCT has this feature, but I dont believe CompilePal has it (last time I used it, it didnt have it). @fubarFX , maybe in your next version of CompilePal you could add this? It would save many people lots of time.
311b7f20fb.png
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,720
1,978
-leaktest will only stop vbsp tho, compilepal is naive and will queue up anything and everything after it. I'm hoping that compilepal does a good enough job of highlighting errors that we don't really need this but I'll quickly implement something to get compilepal to stop compiling after a failed -leaktest. It's probably as simple as looking at vbsp's exit code.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
-leaktest will only stop vbsp tho, compilepal is naive and will queue up anything and everything after it. I'm hoping that compilepal does a good enough job of highlighting errors that we don't really need this but I'll quickly implement something to get compilepal to stop compiling after a failed -leaktest. It's probably as simple as looking at vbsp's exit code.
Might also want to make this feature enabled by default if it's not already. Again, no real reason why anyone, especially a new mapper, would ever need to force a leak.
 

nesman

master of fast travel
aa
Jun 27, 2016
1,290
1,175

nesman

master of fast travel
aa
Jun 27, 2016
1,290
1,175
Nope, the ground is not func_detail or anything else and I checked the edges and I still cant find it... could it be possible the box car is giving it the issue?

Is the ground a func_detail (or any other brush entity) or a displacement? Those don't clog leaks sadly. Or is there a tiny gap you just didnt see?
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
Nope, the ground is not func_detail or anything else and I checked the edges and I still cant find it... could it be possible the box car is giving it the issue?
Maybe, the origin might be outside the brush floor. Click the on the prop, and find where the red, green, and blue lines meet, and thats the origin. Is that outside the brush?
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
nope that is inside the lines
Hmm, I'm not sure whats happening. Maybe post a new thread about it, along with uploading the vmf so others can have a look and find the issue?