Can area portals be used in an outdoor environment?

Armadillo of Doom

Group Founder, Lover of Pie
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Oct 25, 2007
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All of the portals for the outdoor portion of my map keep getting leaked when I compile. But I've gone over every inch, and the map is sealed tight. There are solid brushes blocking off everything around the portals, there is no possible way to reach one w/out going through a different one. Is there something I'm not understanding, or have I simply not found the leak? Thanks for any help :)
 

YM

LVL100 YM
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Dec 5, 2007
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Follow the white rabbit


uh I mean red line.

It will show the path it can take. simply plug that hole and repeat.
 

Armadillo of Doom

Group Founder, Lover of Pie
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Oct 25, 2007
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Follow the white rabbit


uh I mean red line.

It will show the path it can take. simply plug that hole and repeat.

Therein lies the problem. The red line simply forms a triangle that loops back on itself. It doesn't pass through any walls, or even the portal in question.
 

Spike

L10: Glamorous Member
Feb 13, 2008
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Is it touching a hint brush?
 

Ezekel

L11: Posh Member
Dec 16, 2008
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when it's an areaportal leak, i find the pointfile is usually less than helpful.
(i've had several cases of areaportal leak pointfiles doing this sorta thing.

remember that playerclips, glass textures (things you can see through) and invisibles do not count towards sealing an area.

in this case, from what the picture shows i'd guess you've got a playerclip as the ceiling, but perhaps nothing is bounded off the area above the wall that the areaportal resides in


quick edit:
also remember func_details don't seal an area either, or displacements.
turn them off to make sure that's not the issue ( you can turn them back on again later of course)
 

Armadillo of Doom

Group Founder, Lover of Pie
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Oct 25, 2007
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LOL. I was looking at some office-humour pics a friend sent me. Though I admit, it does not bode well for my integrity. Also, I know about what types of brushes/textures will seal an area. I assure you, everything around that portal is rock-solid.
 

Nineaxis

Quack Doctor
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May 19, 2008
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Look in the top left, displacements don't cut vis, nodraws behind them do. I just put a nodraw wall inside the displacements to match the skybox brushes, and filled the two gaps with areaportal.
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
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a thought:
there's no such thing as an "outdoor" environment really. afterall it's just a larger 'room' that's bounded by a different sort of texture (i.e. skybox and nodraw/displacements combo).
 

Armadillo of Doom

Group Founder, Lover of Pie
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Oct 25, 2007
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Look in the top left, displacements don't cut vis, nodraws behind them do. I just put a nodraw wall inside the displacements to match the skybox brushes, and filled the two gaps with areaportal.

But that's exactly what I did :( So if portals can in fact touch displacements, then what the heck is giving me the error?
 

YM

LVL100 YM
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Dec 5, 2007
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ack nine you really shouldn't make areaportals THAT big (large doorway is really the max size I guess)

Also if two areaportals have either face on the same plane (like both faces on those two) they automerge - making them one uber portal and vastly reducing their effectiveness.