Problems getting areaportals working

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Kestrel

L1: Registered
Sep 7, 2008
9
0
Hey folks,

Running into some dummy problems here on my first map. I was originally using occluders to fix the "Warning: Overflowed CClients renderables list" deal, but that also hides players (a problem). I cracked open granary to have a look, and it uses areaportals, so I'm trying to emulate it, but I'm getting whole slew of new compile errors. Can you all provide a little insight for me? My apologies if these are the same-old same-old problems, but I've spent some hours on the Valve dev wiki and various FAQs and leaking articles, but I'm not making progress.

Thanks!



Code:
** Executing...
** Command: "c:\program files\steam\steamapps\iacobos\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\iacobos\team fortress 2\tf" "C:\Program Files\Steam\SteamApps\iacobos\sourcesdk_content\tf\mapsrc\subbasev10_exp"

Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: c:\program files\steam\steamapps\iacobos\team fortress 2\tf\materials
Loading C:\Program Files\Steam\SteamApps\iacobos\sourcesdk_content\tf\mapsrc\subbasev10_exp.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity light_spot (746.41 -334.00 992.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6656.0 3072.0 51.5)
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 (7168.0 2560.0 51.5)
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 (6304.0 1024.0 -460.9)
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 (6816.0 1024.0 -460.9)
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 (6304.0 1024.0 735.6)
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 (6656.0 1024.0 735.6)
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 (7008.0 1024.0 735.6)
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 (7168.0 1536.0 51.5)
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...WARNING: areaportal entity 980 (brush 109441) touches > 2 areas
WARNING: areaportal entity 982 (brush 109475) touches > 2 areas

Brush 109407: areaportal brush doesn't touch two areas

Brush 78675: areaportal brush doesn't touch two areas

Brush 109411: areaportal brush doesn't touch two areas

Brush 78676: areaportal brush doesn't touch two areas

Brush 109425: areaportal brush doesn't touch two areas

Brush 109499: areaportal brush doesn't touch two areas

Brush 109425: areaportal brush doesn't touch two areas

Brush 109463: areaportal brush doesn't touch two areas

Brush 73237: areaportal brush doesn't touch two areas

Brush 78822: areaportal brush doesn't touch two areas

Brush 109484: areaportal brush doesn't touch two areas

Brush 109484: areaportal brush doesn't touch two areas

Brush 109493: areaportal brush doesn't touch two areas

Brush 109493: areaportal brush doesn't touch two areas

Brush 73245: areaportal brush doesn't touch two areas

Brush 106502: areaportal brush doesn't touch two areas

Brush 109499: areaportal brush doesn't touch two areas
done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 552 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_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_day01_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
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 (2) (374923 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2351 texinfos to 1310
Reduced 121 texdatas to 104 (3932 bytes to 3486)
Writing C:\Program Files\Steam\SteamApps\iacobos\sourcesdk_content\tf\mapsrc\subbasev10_exp.bsp
16 seconds elapsed
  -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
  -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

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\SteamApps\iacobos\sourcesdk_content\tf\mapsrc\subbasev10_exp.bsp" "c:\program files\steam\steamapps\iacobos\team fortress 2\tf\maps\subbasev10_exp.bsp"
 

bob+M|M+

L6: Sharp Member
Mar 31, 2008
346
394
"Brush 109407: areaportal brush doesn't touch two areas"

You have an area portal leak. Go to Map -> Load Pointfile, follow the red line and observe where your leaks is. Fix it, compile the bsp and repeat until you have no more leaks. Have fun
 

bob+M|M+

L6: Sharp Member
Mar 31, 2008
346
394
300px-AreaPortalLeakFig.jpg

http://developer.valvesoftware.com/wiki/Areaportal

so make sure that you can't draw a line from one face of the areaportal to another face of the same areaportal. The left picture is a broken areaportal, and the right picture is a good areaportal setup. You can texture it with the areaportal texture, and tie it to entity func_areaportal with a state of Open.
 

Kestrel

L1: Registered
Sep 7, 2008
9
0
Yeah. I've read through that, and I've scoured every inch of the areaportals and the surrounding space. If there's a leak, I can't find it manually. My pointfiles are useless, since every. single. entity. in the space is reporting as leaking. I have the same problem with a new test map I just made that's 100% guaranteed to be sealed (made everything on a huge grid, locked it in tight and snug, entities still leaking). I'm baffled.
 

bob+M|M+

L6: Sharp Member
Mar 31, 2008
346
394
Hmm well the red line should always be pointing from an entity TO the leak. A common problem I can think of is trying to use func_entities to seal areaportals (or the world).

The end of the red line should always point to the answer. Keep looking. good luck.
 

Kestrel

L1: Registered
Sep 7, 2008
9
0
Feh, I WAS following it the wrong way. Fixed over 200 leaks. So now I still have three areaportals which are touching more than two areas, but no leaks and no pointfiles are being generated/shown. Buh?
 

Kestrel

L1: Registered
Sep 7, 2008
9
0
Finally fixed everything. Yay!

Now, however, I can't get the custom files successfully tucked away. I've done this before successfully with pakrat, but buggered if I can do it now. I've tried:
12 times with pakrat
4 times with MapAssist
Keyed everything in twice from commandline with .bspzip.exe.

I get the EXACT SAME result each time: nothing seems to be bundling correctly. All the func_details in the map get turned to purple check, and the custom textures will only display when they exist in the path they lived at when the map was compiled.

I've followed the pakrat instructions to the letter, the bspzip instructions to the letter, and recompiled the map three times in case something was messing up in the compile. It's not. I have a clean, shiny map right out of hammer, and then bspzip takes the ugly stick to it.

argh.bmp


Do you have any alternative program suggestions, or can someone perhaps do the bundling for me? I'm at my wit's end.

Much appreciated.
 
Last edited:

Kestrel

L1: Registered
Sep 7, 2008
9
0
Yeah, I load it up and buildcubemaps. I need to go through and re-build for LDR, but they're there...when you buildcubemaps, do they load automatically, or do I need to reload the map for them to take affect?

I think this might be two issues: one with cubemaps, and one with pakrat/extra files.
 

Kestrel

L1: Registered
Sep 7, 2008
9
0
Guh, looks like cubemaps are (at least part of) the problem. I've built the cubemaps in low and high res, but now my client keeps timing out. I don't see a way to set the timeout tolerance higher, nor do I know why this is an issue now. I've spent hours playtesting this map locally...sigh.

Secondary issue: Now that I built cubemaps in HDR, the lighting is suffering from serious bloom. How do I reconcile the low- and high-level lighting?

Tertiary issue: I still can't friggin' attach the custom files.
 

Kestrel

L1: Registered
Sep 7, 2008
9
0
Well, I appreciate you reiterating what I've already done, but that's not very helpful. :)
 

Kestrel

L1: Registered
Sep 7, 2008
9
0
1. Client times out when I'm building the cubemaps. May or may not be related.
2. When I do build the cubemaps, I don't think the builds are taking and holding. I get varying results when I load the map both between (to be expected) and with the same (not expected) HDR display settings. And through them all, I'm getting that purple gloss everywhere.
3. Lighting is displaying dramatically differently between the HDR and LDR settings. This is something I need to do more reading on.
4. Pakrat is still not working for me. I don't have any error messages or anything to work off of except the end result.
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Sorry if this seems obvious. Have you placed the cube_enviro entities (that name is probably wrong).

If so how many have you placed?

When you do the buildcubemaps command it should say that it built or saved. You will probably see something like can't build cubemaps for sky_soandso... This always happens with at least a few skies but isn't a problem.

Cubemaps are a pain for some reason. It took me several tries on one map to getthe to build and reflect correctly in game. In another map I'm not sure I ever got it to work (haven't worked on it for awhile).
 

FaTony

Banned
Mar 25, 2008
901
160
1. You are building cubemaps wrong. Try compiling map without HDR and read tuts again.
2. You don't have env_tonemap_controller.
3. Download latest pakrat and explain problem again.