I've got an area portal giving me some trouble. It messes up visually when looking through it like there's a leak, but there are none. No errors either, I've checked the compile log myself and with the interlopers site. Here's the compile log, if anyone spots anything or has any ideas, let me know. I'm a bit at a loss here... ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\users\megap\documents\maps\tf2\plr_rush\plr_rush_a6" Valve Software - vbsp.exe (Aug 2 2018) 12 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials Loading c:\users\megap\documents\maps\tf2\plr_rush\plr_rush_a6.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Patching WVT material: maps/plr_rush_a6/nature/blendrockground001_wvt_patch Patching WVT material: maps/plr_rush_a6/nature/blendrockgroundwall003_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 868 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing c:\users\megap\documents\maps\tf2\plr_rush\plr_rush_a6.prt...Building visibility clusters... done (0) *** Error: Skybox vtf files for skybox/sky_upward weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/sky_upward to build the default cubemap! *** Error: Skybox vtf files for skybox/sky_upward weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/sky_upward to build the default cubemap! Finding displacement neighbors... Found a displacement edge abutting multiple other edges. Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (1) (689072 bytes) Error! To use model "models/player/heavy.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/player/heavy.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 6769 texinfos to 2716 Reduced 44 texdatas to 40 (1137 bytes to 1016) Writing c:\users\megap\documents\maps\tf2\plr_rush\plr_rush_a6.bsp Wrote ZIP buffer, estimated size 3092, actual size 2342 2 seconds elapsed
I once had a similar problem with one of my maps. I fixed the problem by redoing some of the brushwork in the area.
Thanks for the suggestion. I remade the area a few time and messed around with the brushes BUT the problem didn't go away.
One thing I noticed while mapping and solving similar issues is when an area portal has an issue, this specific area portal in game will work normally and all the others that are okay will have the weird visual problem that you got. try searching for area portals that may have these problems: 1) The area portal doesnt touch all walls. in this example the area portal touches the right and left wall and the roof but not the ground. I had this problem once with sharkbay and I had the same issues. 2) One logical reason that I can find regarding the compile log not finding any leaks is this one. Hammer thinks this is closed up and there will be no leaks but when you boot up the game you will have the issues above. 3) lastly Just make sure all 4 walls/faces the area portal touches are solid. Meaning no func_detail for a wall. Thats all I have. If those are not enough , or you dont solve your problem give me your map if you want. I could take a look and solve the problem.
idk what I did but it's fixed. I just kept messing around with stuff and eventually it started working Source is weird.