Pointfile Areaportal Leaks

megawac

L4: Comfortable Member
Oct 2, 2009
180
29
I have 2 areaportals that have a pointfile pointing through the middle of eachother, how can this be.


Made a video to show you what I mean (its HD if you watch it on utube) :/

[ame="http://www.youtube.com/watch?v=YpT7S570lcs"]YouTube - Source SDK Pointfile Problems[/ame]

Video Description:
So this is a point file suggesting that I have a leak between these two portals... but wth both are completely sealed. They both touch 4 solids.
Please note that both the geometry they are in (the stairs and the window) are func_details. I made sure they touch solids on the other side of these brush entities.
Yes, they are func_areaportals.

Any suggestions of what I did wrong would be well appreciated thanks alot guys

Compile log (VBSP only)
Code:
[I]Anything in italics is not part of the compile log[/I]
[I]* is the same error for one entity/brush repeated[/I]
Map File Selected:   C:\Program Files\Steam\steamapps\megawac\sourcesdk_content\tf\mapsrc\cp_jagged_b1c.vmf
There is no Custom Profile to load: C:\Users\Family\Desktop\Vbct\vbct\cp_jagged_b1c.pro
Skipping VVIS during compile!
Skipping VRAD during compile!

Full Compile Selected!
Compile Start Time: October-15-09,  6:57:38 PM

-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!

VBSP:  c:\program files\steam\steamapps\megawac\sourcesdk\bin\orangebox\bin\vbsp.exe  -game  "c:\program files\steam\steamapps\megawac\team fortress 2\tf" "C:\Program Files\Steam\steamapps\megawac\sourcesdk_content\tf\mapsrc\cp_jagged_b1c"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam\steamapps\megawac\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\megawac\sourcesdk_content\tf\mapsrc\cp_jagged_b1c.vmf
Patching WVT material: maps/cp_jagged_b1c/nature/blendgroundtograss005_wvt_patch
Patching WVT material: maps/cp_jagged_b1c/nature/blendgroundtogravel004_wvt_patch
Patching WVT material: maps/cp_jagged_b1c/nature/blendgroundtograss003_wvt_patch
Patching WVT material: maps/cp_jagged_b1c/nature/blendgrass_canyon_wvt_patch
[I]Therefore I wont get prop_detail grass sprites, which I dont want.[/I]
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...Wrote C:\Program Files\Steam\steamapps\megawac\sourcesdk_content\tf\mapsrc\cp_jagged_b1c.lin
Areaportal leak ! File: C:\Program Files\Steam\steamapps\megawac\sourcesdk_content\tf\mapsrc\cp_jagged_b1c.lin 
*Brush 984470: areaportal brush doesn't touch two areas

*Brush 984470: areaportal brush doesn't touch two areas

*Brush 984470: areaportal brush doesn't touch two areas

*Brush 984470: areaportal brush doesn't touch two areas

**Brush 944654: areaportal brush doesn't touch two areas

**Brush 944654: areaportal brush doesn't touch two areas

***Brush 944435: areaportal brush doesn't touch two areas

***Brush 944435: areaportal brush doesn't touch two areas

****Brush 944465: areaportal brush doesn't touch two areas

****Brush 944465: areaportal brush doesn't touch two areas

*****Brush 984493: areaportal brush doesn't touch two areas

*****Brush 984493: areaportal brush doesn't touch two areas

******Brush 944654: areaportal brush doesn't touch two areas

*****Brush 984493: areaportal brush doesn't touch two areas

******Brush 944654: areaportal brush doesn't touch two areas

[I]Notice how its the same brushes poping up multiple times. In total 
I have 8 windows like the one you see in the video so I assume those errors are from them.[/I]
done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 674 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
[I]Havent fixed this because I dont want to remake all my displacements, and it doesnt have any affect in game.[/I]
done (2)
writing C:\Program Files\Steam\steamapps\megawac\sourcesdk_content\tf\mapsrc\cp_jagged_b1c.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_hydro_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_hydro_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (2) (1072798 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3364 texinfos to 1830
Reduced 316 texdatas to 266 (11612 bytes to 9752)
Writing C:\Program Files\Steam\steamapps\megawac\sourcesdk_content\tf\mapsrc\cp_jagged_b1c.bsp
41 seconds elapsed
  -2.337347 -1.299201 0.000000
  -2.337347 -1.278825 0.000000
  2.063540 1.299201 0.000000
  -2.337347 1.299201 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  -0.279400 -2.044524 0.000000
  0.355600 -1.986289 0.000000
  0.355600 -2.044524 0.000000
  -0.355600 -2.044524 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  -0.279400 -2.044524 0.000000
  0.355600 -1.986289 0.000000
  0.355600 -2.044524 0.000000
  -0.355600 -2.044524 0.000000
make_triangles:calc_triangle_representation: Cannot convert

Compile Complete for this module.
VBSP Completed: October-15-09,  6:58:23 PM
VBSP:  Compile time: 41 seconds elapsed

One Line Summary: 15/10/2009 6:58:23 PM, cp_jagged_b1c.vmf, Team Fortress 2, normal , not run, not run, 00:00:44, n/a, n/a, 00:00:44
History.csv was updated.

Compile Summary - job mode: FULL
Map Name: cp_jagged_b1c.vmf
VBSP - mode:normal , 41 seconds, 00:00:44 elapsed
VVIS - mode:not run, n/a, n/a elapsed
VRAD - mode:not run, n/a(LDR), n/a(HDR), n/a elapsed
Total Compile time: 00:00:44
                                                                  
NOTE: old BSP file renamed to : c:\program files\steam\steamapps\megawac\team fortress 2\tf\maps\cp_jagged_b1c_old.bsp

File copied: C:\Program Files\Steam\steamapps\megawac\sourcesdk_content\tf\mapsrc\cp_jagged_b1c.bsp to c:\program files\steam\steamapps\megawac\team fortress 2\tf\maps\cp_jagged_b1c.bsp
Interlopers thoughts
 
Last edited:

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Post a compile log. I find those more useful for solving areaportal problems.
 

Ankh

L3: Member
Sep 18, 2008
114
41
are the areaportal's origins within the portal themselves?
sometimes if you shift+drag them it doesn't move the origin.

An easy way to check it just to redraw them from scratch - the origin will be within them and there should be no problems. Or you could move the origin manually using the 2D views
 

HojoTheGreat

L5: Dapper Member
Nov 11, 2008
206
34
Copy your compile log and paste it in Interlopers' Compile Checker which you should be familiar with already (if you're not you definitely need to be). That will tell you exactly what is wrong with those particular Area_Portals.

If that doesn't help post your log here and hopefully someone can identify the problem.

In the meantime here's some things to try:
-Turn off func_details in your Visgroups, then check go look at the APs. You said the geometry they are in ARE func_details, which if I understand correctly means the brushes the edges of the APs are touching are func_details. If that is true, this is wrong. The engine does not consider func_details to be 'solid' so-to-speak, so think of them as invisible in this context. The Areaportals MUST be sealed by normal brushwork, and CANNOT be by func_details

-when tying the AP brushes to func_areaportal, try doing each individually, as opposed to selecting both of them then doing it. This way they won't be grouped together, though I don't know if that would cause the problem you're getting.
 

megawac

L4: Comfortable Member
Oct 2, 2009
180
29
I made all portals individually, no shift+ drag.

All interlopers says is theres a leak, which in-evidently is the problem Im having. So basically cant really do anything atm.

And yes I am familiar with compile checker and no I would not of posted if it had solved my problems.

And the areaportal goes through the func_detail and touches a solid (the frame the window is in)
 
Last edited:

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
couldnt see clealy in the video, but:
brushes with glasstexture will not seal areaportals. You need to make separate areaportals to stop it from leaking out trough windows.

Also you have displacements with nodraw on them.

And either a invalid brush or broken static prop somewhere in the map (check those coordinates.
 

megawac

L4: Comfortable Member
Oct 2, 2009
180
29
couldnt see clealy in the video, but:
brushes with glasstexture will not seal areaportals. You need to make separate areaportals to stop it from leaking out trough windows.

Also you have displacements with nodraw on them.

And either a invalid brush or broken static prop somewhere in the map (check those coordinates.

Thanks i didnt notice that brush/prop thing

Also the glass is part of the func_detail and the areaportal completely covers it.

Quick question do player clip/ clip brushes affect portals?