Areaportal Problem!

Toxindude

L3: Member
Aug 2, 2012
103
4
Seems like no matter what I do my areaportals are always touching more than 2 sides. I thought the general rule of thumb was. As long as you cannot move from one side to the other without going threw another portal or a open door with nothing in it your good to go. I have no open hallways or access to the other side of the portal so what the heck is going on :confused:
 

henke37

aa
Sep 23, 2011
2,075
515
Just load the point file and check what the path is.
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
What you said is true, but rules for leaks apply here as well. If anything is func_detailed, for instance, that doesn't count as blocking it.
 

henke37

aa
Sep 23, 2011
2,075
515
I am worried about that "open door" part. Only world brushes and areaportals matter here. Not doors.
 

Toxindude

L3: Member
Aug 2, 2012
103
4
I am worried about that "open door" part. Only world brushes and areaportals matter here. Not doors.
Sorry what I meant was an open doorway with no door in it just opening up to a hall or room.

On another note. I loaded the file and there is a red line outside my map leading to nowhere just in the void. The compiler says a trigger multiple leaked but as far as I can tell nothing is out side the map in the void. I even pulled up the ent report and looked up all the trig multiples and they are all in side the map. All of there origins are inside aswell as far as I can tell.
 
Mar 23, 2013
1,013
347
Sorry what I meant was an open doorway with no door in it just opening up to a hall or room.

On another note. I loaded the file and there is a red line outside my map leading to nowhere just in the void. The compiler says a trigger multiple leaked but as far as I can tell nothing is out side the map in the void. I even pulled up the ent report and looked up all the trig multiples and they are all in side the map. All of there origins are inside aswell as far as I can tell.

But it really sounds like the origin of a entity in leaking. (or maybe a hidden entity?)
if you cant find the entity with the origin outside, maybe try to place a little nodraw brush around the spot where the leak starts.
 

Toxindude

L3: Member
Aug 2, 2012
103
4
But it really sounds like the origin of a entity in leaking. (or maybe a hidden entity?)
if you cant find the entity with the origin outside, maybe try to place a little nodraw brush around the spot where the leak starts.

Yeah tried placing a draw brush over it to see if it picked anything up but nothing happened. I did a little reading on the developer site about leaks. I may have the helpers hidden in this case I'm gonna check up on this when I get home. That may be why its not picking up anything. Also gonna center all origins see what happens. I have done a major overhaul to this map and moved a lot of stuff around so we will see.
 

Fantaboi

Gone and one day forgotten
aa
Mar 11, 2013
892
1,050
I got random leaks outside the map, I just set a boundary there.
 

henke37

aa
Sep 23, 2011
2,075
515
That's admitting defeat. All leaks have a cause.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Just load the point file and check what the path is.

That is really hit and miss when it comes to detecting the leak of an areaportal.

If you arent sure which portal is leaking, us the cordon too to isolate regions of your mapto determine the locaton of the naughty portal. When you find it/them, check and make sure the portal isn't clipping into any walls. I suggest you turn off entity brushes, func details and props when doing this. I'm not 100% on the rule about multiple portals together, but if a single rectangular portal doesn't work sufficiently, and you need one or 2 more, they need to be the same thickness, on the same plane and not overlpping. Honestly, I forget if that works, but I'm sure someone credible will show up and correct me. (Shines the snark signal!)
 

henke37

aa
Sep 23, 2011
2,075
515
Same plane and same thickness? That's the criteria for secret area portal merging.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Yeah, in Turbine2, which has the two doorways on the front of each building, I ended up placing one of them so that its front face is "inside" the door prop, while the other one stretches across the entire doorway, front to back. That's all it takes
 

Toxindude

L3: Member
Aug 2, 2012
103
4
I went in and turned on helpers and bam there was a origin outside the map. I centered all origins and did another compile. This one took much longer like a few hours because of vvis and areaportal flow and such. Yet again I got a leak.

I have a few areaportals in my map and I know using to many can cut down on performance so trying to be careful there. I ran the map and most of the areaportal doorways or doors show up with the mirror like void leak instead of showing the door that's there.

The new leak runs from the problem portal to a solid wall. right in the center of it. Interlopers says that cutting the brush in half might work. I did that but haven't compiled to see if it works yet.

Also I have 5 portals set to hide the same area behind them because there are that many ways in there. Two of them are linked to doors and the other three are just blocking hallways.

Does anyone know how to get rid of the viscluster error to interlopers has no explanation in the checker log.
 
Mar 23, 2013
1,013
347
I went in and turned on helpers and bam there was a origin outside the map. I centered all origins and did another compile. This one took much longer like a few hours because of vvis and areaportal flow and such. Yet again I got a leak.

I have a few areaportals in my map and I know using to many can cut down on performance so trying to be careful there. I ran the map and most of the areaportal doorways or doors show up with the mirror like void leak instead of showing the door that's there.

The new leak runs from the problem portal to a solid wall. right in the center of it. Interlopers says that cutting the brush in half might work. I did that but haven't compiled to see if it works yet.

Also I have 5 portals set to hide the same area behind them because there are that many ways in there. Two of them are linked to doors and the other three are just blocking hallways.

Does anyone know how to get rid of the viscluster error to interlopers has no explanation in the checker log.

If you want to check for laks, you dont need to compile vvis and vrad. Do that to avoid long compile times just to check for a leak.
 

Bombcartography

L1: Registered
Aug 28, 2013
25
7
How complex are your areas? I may be wrong about this, but it seems like BSP gets confused where areas start and stop if they're too complex. Imagine the area you've created being inverted and the crazy pointfiles may make sense. I've had similar errors before with crazy point files and it was fixed by making more box-like areas that were easier for Hammer to read.
 
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Toxindude

L3: Member
Aug 2, 2012
103
4
Bombcartography: Not complex at all

Lampenpam: Thanks for the advice :) Main reason I have been doing a full compile is to check in game optimization via mat_wireframe. The first map I did had no optimization or lack there of and everything was drawn in wireframe all the way across the map.