Areaportals still leaking?

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Cookie^

L2: Junior Member
Jan 26, 2014
75
2
I have completely sealed off an area inside a building with func_areaportals. Howerver, when I compile the map I get a message that the areaportals are leaking. They are the only area portals I have in my map, how is that possible? I am 100% positive that everything is sealed.
Screenshot: http://i.gyazo.com/3735f3c128d23b9d53ed9fe41c725184.png
 

Fantaboi

Gone and one day forgotten
aa
Mar 11, 2013
892
1,050
Follow the pointfile
 

RaVaGe

aa
Jun 23, 2010
733
1,210
I am 100% positive that everything is sealed.

And i'm 100% positive that it's not :)

Either your areaportals aren't sealing the map properly, or your areaportals aren't in a pair number.

Also I never been aware that you could center the origin of an areaportal.
 

Cookie^

L2: Junior Member
Jan 26, 2014
75
2
And i'm 100% positive that it's not :)

Either your areaportals aren't sealing the map properly, or your areaportals aren't in a pair number.

Also I never been aware that you could center the origin of an areaportal.

What does it mean that they are not in a pair number? I found no tutorial that said something like this. And yes, it is 100% sealed.
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
I'm assuming those beams are func_detail, right? If they are, then the area portal needs to extend through them and touch things that are only solid geometry.
 

Cookie^

L2: Junior Member
Jan 26, 2014
75
2
I'm assuming those beams are func_detail, right? If they are, then the area portal needs to extend through them and touch things that are only solid geometry.

Every wall that touches the areaportal is world geometry. Evem the beams. :unsure:
 

RaVaGe

aa
Jun 23, 2010
733
1,210
What does it mean that they are not in a pair number? I found no tutorial that said something like this. And yes, it is 100% sealed.

I meant they have to close two rooms, the number of areaportal doesn't matter, but they have to close two sealed rooms, not more.

You should put some pictures here to show how they are made btw.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Whenever sealing a world or putting in area portals, do this:

Go to the Auto tab on the visgroups panel.
Uncheck "auto" (everything gets hidden)
Recheck "world geometry" (this is the only group of stuff that can seal)
Recheck "areaportals" under the tools group

Now double check for any holes.
 

RaVaGe

aa
Jun 23, 2010
733
1,210
U51qOhl.gif


This gif sum up what is a broken areapotal.
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
Are they set to "start closed" ? Because that wouldn't necessarily cause a leak but it would look odd in-game.
 

wareya

L420: High Member
Jun 17, 2012
493
191
i find that areaportal leak pointfiles are downright useless 70% of the time and the only way i can make them show up right is by changing my visgroups in random ways
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Cookie take a picture of the pointfile. Do what boojum said so you only have world geo and the areaportals on first.
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
Getting all the silly questions out of the way: is there anything in that room that uses a transparent texture (such as glass) on at least one face? Such blocks don't seal maps/areaportals.

EDIT: If all else fails, remove and remake your areaportals. That works too.
 
Last edited:
Oct 6, 2008
1,947
445
One of the things that could also do it is a bad brush - if you have an area portal that's broken and you see just a line pointing up into the void - recreate the brush that meets the sky then if it happens again remake the area portal.

area portal leaks mean you have a leak - period.

Now if the two above don't work then do this hide the area portal (on maybe do this step first) then re-do you compile to get a leak on purpose - hammer's weird sometimes - sometimes on the odd occasion the leak will be caused by something else (an actual leak) but hammer will identify the area portal causing the leak. follow the point file line again to find out where the leak is.