area portal help

BigBangTheory

L1: Registered
Apr 3, 2012
22
0
I am wondering how you would deal with a room that has 2 openings and basically a skylight. Obviously the 2 openings (entryways to the room) has to be portaled, but was not sure how to deal with the skylight opening.

1) should that skylight glass indeed be a tied to world?
2)would an area portal be, in the glass or sized slightly larger than the glass in the z direction such that the skylight glass is slightly smaller than the area portal in the Z direction?
3) when and how do we use func_areaportalwindow?
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
The one window in the third stage of Thunder Mountain is possibly the best example of an areaportalwindow because it closes from the inside and pretty much everyone has seen it fade in and out during gameplay.
 

BigBangTheory

L1: Registered
Apr 3, 2012
22
0
I keep getting this message

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1816.3 -1039.0 -784.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
Candidate brush IDs: Brush 721229:

Suggestions on how to resolve this and/or to troubleshoot would be greatly valued



I can find the general area of this (1816.3 -1039.0 -784.0) and this has nothing to do with the 2 parts of the map I am trying to portal off
 
Last edited:

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
I think that can happen if you have a prop entity completely overlapped by a world brush
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
portalleak.png

Did you make the following situation (if you load the portal file the red line makes a loop)? If so, the window needs another area portal to actualy seperate the 2 sections.

Once there is an area portal in the map you should have 2 completely seperate areas where there is no connection allowed at all. there allways should be another portal closing the other exit. See it as if an area portal makes a section a completely seperate map. If it reaches the other side of the portal it leaks there.