portalflow, help please?

diewlayy

L1: Registered
Feb 10, 2009
5
0
everything worked fine before all of this.
so i was fixing up my skybox texture. for the skybox, i just made a hollow box(6 brushes around the map). then i pressed compile, waited a few moments until it gets up to compiling the portalflow part, it doesnt move..i waited a longggggg time, and it still stays at "PortalFlow: 0. "
does anyone know the reason and solution??

+i have hints in my map, so that wouldnt be the case
thanks in advance
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
If I understand your right... you made a box enclosing the entire map? If so that is entirely the wrong thing to do. A skybox is not actually a box around the whole map. The reason for the long compile is because you gave it an enormous amount of map volume to calculate due to that box.
Think of it as a skyroof. Your level should have a "roof" made out of toolsskybox textured brushes.
 

diewlayy

L1: Registered
Feb 10, 2009
5
0
yeah, i tried to do it their way my first time, and i had a lot of leaks that i couldnt find :(
 
Aug 19, 2008
1,011
1,158
you either do it their way and fix the leaks one at a time, or you count in excessive compiling times and horrible framerates. :/
leaks are nasty, but once you fixed some of them, you´ll get the hang on it and the rest goes quickly
sometimes you can fix many leaks by plugging one which causes the others to leak too

if you have zillions of leaks, the best thing would be:
_save your file under a new name
_open the old and the new file in hammer
_delete all areaportals from the new file
_start rebuilding the the a-portals one by one
_start with smaller areas (buildings/caverns)
_after rebuilding a few, check if there are leaks via compiling bsp only without vvis&vrad (saves time if you just want to check for leaks)
_plug the holes
_enjoy

if you have further questions about anormal leaks, post a screenshot here and discribe it
 
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