Areaportal Leak

Discussion in 'Mapping Questions & Discussion' started by charrly, Jan 25, 2012.

  1. charrly

    charrly L1: Registered

    Messages:
    27
    Positive Ratings:
    1
    Hi,


    As far as good, but there is still one problem, there seems to be an Areaportal Leak. I used the Error compiler checker, my own knowledge, and the compiler itself to discover the leak. Even the Pointfile couldn't help me with the red line...

    However, the last 2 hours I've spent my time searching for this error without any results. I guess someone should take a look at this riddle...

    Link: http://www38.zippyshare.com/v/71773907/file.html

    I hope maybe someone could find this.

    Many thanks!
     
  2. Tom Hoen

    Tom Hoen L6: Sharp Member

    Messages:
    320
    Positive Ratings:
    306
    Compile and go to Map -> load pointfile. Follow the red line and you'll find the leaks.

    In the future you should block your house in grid like 8 or 16 ( I usually block my map minium 32 grid). This way you can avoid leaks from tinyholes. You seem to have been using grid 1 ?

    EDIT:

    Under these 2 doors there have been holes where the leak can happen [​IMG]

    There is also 1 areaportal inside which leaks to itself.
     
    • Thanks Thanks x 1
    Last edited: Jan 25, 2012
  3. Jeremy

    Jeremy L11: Posh Member

    Messages:
    829
    Positive Ratings:
    299
    I had a problem in Energy where there was an areaportal leak going straight through a rogue func_detail. Leaks are cunning bastards.
     
    • Thanks Thanks x 1
  4. charrly

    charrly L1: Registered

    Messages:
    27
    Positive Ratings:
    1
    I already eleminated all the func_details... And the thin red line isn't showing me any leaks, first time ever I encountered such a tricky one! Still searching.
     
  5. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

    Messages:
    6,391
    Positive Ratings:
    5,464
    When you are sealing an area with areaportals, turn off all props and func_details, then seal that.

    ... I also think that glass windows don't work with normal area portals, you need to use an areaportal_window for that.
     
  6. charrly

    charrly L1: Registered

    Messages:
    27
    Positive Ratings:
    1
    Neither func_areaportalwindow (tried it), never used it before...
     
  7. Wander

    Wander L3: Member

    Messages:
    148
    Positive Ratings:
    50
    check if all origins are centered (they sometimes accidently go to hell)? Top menu edit -> select all, right click in a 2D view -> Center Origins
     
  8. Pocket

    aa Pocket func_croc

    Messages:
    4,489
    Positive Ratings:
    2,377
    I've never heard any such thing (and func_areaportalwindow is something completely different from what I suspect you think it is), but if it's true, making a func_brush of the window should deal with it.
     
  9. tyler

    aa tyler snail prince, master of a ruined tower

    Messages:
    5,035
    Positive Ratings:
    4,499
  10. charrly

    charrly L1: Registered

    Messages:
    27
    Positive Ratings:
    1
    Who? Could you suggest something else?
     
  11. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    4,115
    Positive Ratings:
    6,437
    Areaportal_windows are the ones that fade out over distance, and look horrible in tf2 cos they go a horrible colour, right?
     
  12. charrly

    charrly L1: Registered

    Messages:
    27
    Positive Ratings:
    1
    They're opaque, it's ugly indeed and quite useless afaik.