Trouble With Area Portals, portalnum > numareaportals

Tezemi

L1: Registered
Feb 4, 2016
15
4
I'm having an issues with some func_areaportals. I have a room, which contains three area portals, two here:
b4af14bd87.jpg

And one over here:
d9c12b6fec.jpg


The room appears to have no leaks, and the area portals completely enclose the room. When the map loads, however, I get the engine error: portalnum > numareaportals. Is there something I need to change? This also happens almost any room I try to put area portals in on the entire map.
 

PyroDevil

L3: Member
Sep 19, 2014
123
141
That error means you have a leak in your map. If you have a leak anywhere in a map with areaportals, you will get that error. You can view where the leak comes from by going to Map-> View pointfile.
 

Tezemi

L1: Registered
Feb 4, 2016
15
4
The pointfile is showing that the leak begins at the area portal, and then it trails off into the skybox.
366a3fdebd.jpg

70423d0044.jpg
 
Mar 23, 2013
1,013
347
do you have radius culling enabled? The button is between :cordonedit: and :selectbyhandles: (why do we lack the icon for radius culling?)
If yes, disable it. It's basicly compleetly uselss and fucks up your compiles.
 

PyroDevil

L3: Member
Sep 19, 2014
123
141
My suggestion is to uncheck areaportal in the visgroup (it's a to the left), compile the map again, and check the new pointfile
 

Tezemi

L1: Registered
Feb 4, 2016
15
4
Sorry, I'm not really sure how to do that. You'll have to explain further.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
I'm pretty sure that area portals need to be touching world geometry on 4 sides or else they'll cause a leak. Are any of the walls surrounding your areaportals func_detail?
 

PyroDevil

L3: Member
Sep 19, 2014
123
141
Sorry, I'm not really sure how to do that. You'll have to explain further.
On the left of you screen, there should be a box labled visgroups. Select the Auto tab and scroll down to areaportal and uncheck it. Then recompile the map and check the newly generated pointfile
 

Tezemi

L1: Registered
Feb 4, 2016
15
4
I'm pretty sure that area portals need to be touching world geometry on 4 sides or else they'll cause a leak. Are any of the walls surrounding your areaportals func_detail?
I double checked, and none of the brushes surrounding the area portals are func_details. I do however have func_details inside the room that may cause the room to not really "be a room." By that, I mean that the floor is a func_detail, and thus not all the walls in the room are just regular solids.

On the left of you screen, there should be a box labled visgroups. Select the Auto tab and scroll down to areaportal and uncheck it. Then recompile the map and check the newly generated pointfile
So I did this, and although I was able to run the map without the engine error, the pointfile appears to be missing. Side-note, I don't get any compile log errors regarding the area portal.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
I do however have func_details inside the room that may cause the room to not really "be a room." By that, I mean that the floor is a func_detail, and thus not all the walls in the room are just regular solids.

The way areaportals work, you have to treat rooms sealed by them like miniature versions of a full map. They will leak if the room is not otherwise completely enclosed by world brushes. Think about it this way: if you can get from one side of an areaportal to the other without going through a world brush or another areaportal, then you have a leak. So in your case, you'll either have to turn the floor back into a world brush, or seal underneath it.

Also, a lack of a pointfile is good news. That means the map didn't leak and the compiler had no need to generate one.
 

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
I'm pretty sure that area portals need to be touching world geometry on 4 sides or else they'll cause a leak. Are any of the walls surrounding your areaportals func_detail?
That's not 100% correct. You can make areaportal that has at least 3 sides facing air. Thing is that it works sometimes, sometimes doesnt.

Not sure about this, but I think vbsp chooses two faces of areaportal brush at "random" and it is luck based if it chooses right ones
 

Tezemi

L1: Registered
Feb 4, 2016
15
4
Awesome! After I made sure that the room was was entirely sealed, and that no func_details were used for walls and floors, I finally got it to work! Thanks for all the help guys! Really appreciated!
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
That's what we are here for.