AreaPortal Leak

Discussion in 'Mapping Questions & Discussion' started by Lightyena, Nov 16, 2018.

  1. Lightyena

    Lightyena L1: Registered

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    I really do not know how area portal works
    I simply added some to my map and compiled it and now I get this error when I try to enter the map:

    "portal> numareaportals"

    here an img of the room where I added the area portal and under the compiled log...

    [​IMG]

    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\Pichau\Desktop\tf2 mvm maps\mapas em criaçao\mvm_snow_mountain_village_b1.vmf
    Patching WVT material: maps/mvm_snow_mountain_village_b1/nature/blendrockgroundwallsnow_wvt_patch
    Patching WVT material: maps/mvm_snow_mountain_village_b1/pl_barnblitz/blendmetalroofsnow_02_wvt_patch
    Patching WVT material: maps/mvm_snow_mountain_village_b1/pl_barnblitz/blendsnowtodirt001_wvt_patch
    Patching WVT material: maps/mvm_snow_mountain_village_b1/nature/blendrockgroundwallforest_wvt_patch
    Patching WVT material: maps/mvm_snow_mountain_village_b1/pl_barnblitz/blendmetalroofsnow_03_wvt_patch
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...Wrote C:\Users\Pichau\Desktop\tf2 mvm maps\mapas em criaçao\mvm_snow_mountain_village_b1.lin
    Areaportal leak ! File: C:\Users\Pichau\Desktop\tf2 mvm maps\mapas em criaçao\mvm_snow_mountain_village_b1.lin
    Brush 593906: areaportal brush doesn't touch two areas

    Brush 593906: areaportal brush doesn't touch two areas

    Brush 593906: areaportal brush doesn't touch two areas

    Brush 593913: areaportal brush doesn't touch two areas

    Brush 593933: areaportal brush doesn't touch two areas
    done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 268 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\Pichau\Desktop\tf2 mvm maps\mapas em criaçao\mvm_snow_mountain_village_b1.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_stormfront_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_stormfront_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_stormfront_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_stormfront_01 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...
    WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
    done (1) (4920209 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 557 texinfos to 389
    Reduced 79 texdatas to 69 (2301 bytes to 1804)
    Writing C:\Users\Pichau\Desktop\tf2 mvm maps\mapas em criaçao\mvm_snow_mountain_village_b1.bsp
    Wrote ZIP buffer, estimated size 5548, actual size 4262
    4 seconds elapsed



    8 threads
    reading c:\users\pichau\desktop\tf2 mvm maps\mapas em criaçao\mvm_snow_mountain_village_b1.bsp
    reading c:\users\pichau\desktop\tf2 mvm maps\mapas em criaçao\mvm_snow_mountain_village_b1.prt
    1070 portalclusters
    3416 numportals
    0...1...2...3...4...5...6...7...8...9...10Optimized: 51830 visible clusters (5.47%)
    Total clusters visible: 948148
    Average clusters visible: 886
    Building PAS...
    Average clusters audible: 1066
    visdatasize:286988 compressed from 291040
    writing c:\users\pichau\desktop\tf2 mvm maps\mapas em criaçao\mvm_snow_mountain_village_b1.bsp
    0 seconds elapsed



    [Reading texlights from 'lights.rad']
    [56 texlights parsed from 'lights.rad']

    Loading c:\users\pichau\desktop\tf2 mvm maps\mapas em criaçao\mvm_snow_mountain_village_b1.bsp
    5124 faces
    5239015 square feet [754418176.00 square inches]
    301 Displacements
    719272 Square Feet [103575208.00 Square Inches]
    5124 patches before subdivision
    119728 patches after subdivision
    50 direct lights
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 7307648, max 571
    transfer lists: 55.8 megs
    0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(375118, 273300, 313467)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(50794, 20836, 15309)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(13387, 3234, 1723)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(3856, 476, 147)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1256, 89, 19)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(403, 16, 2)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(134, 3, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(44, 1, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(15, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(5, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(2, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0261 sec>
    0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 130/1024 6240/49152 (12.7%)
    brushes 1036/8192 12432/98304 (12.6%)
    brushsides 7051/65536 56408/524288 (10.8%)
    planes 3920/65536 78400/1310720 ( 6.0%)
    vertexes 7665/65536 91980/786432 (11.7%)
    nodes 3135/65536 100320/2097152 ( 4.8%)
    texinfos 389/12288 28008/884736 ( 3.2%)
    texdata 69/2048 2208/65536 ( 3.4%)
    dispinfos 301/0 52976/0 ( 0.0%)
    disp_verts 25213/0 504260/0 ( 0.0%)
    disp_tris 40064/0 80128/0 ( 0.0%)
    disp_lmsamples 1730688/0 1730688/0 ( 0.0%)
    faces 5124/65536 286944/3670016 ( 7.8%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 3303/65536 184968/3670016 ( 5.0%)
    leaves 3266/65536 104512/2097152 ( 5.0%)
    leaffaces 5504/65536 11008/131072 ( 8.4%)
    leafbrushes 2150/65536 4300/131072 ( 3.3%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 36944/512000 147776/2048000 ( 7.2%)
    edges 20680/256000 82720/1024000 ( 8.1%)
    LDR worldlights 50/8192 4400/720896 ( 0.6%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 371/32768 3710/327680 ( 1.1%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 5832/65536 11664/131072 ( 8.9%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 50/512 17600/180224 ( 9.8%)
    LDR lightdata [variable] 11899744/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 286988/16777216 ( 1.7%)
    entdata [variable] 290881/393216 (74.0%)
    LDR ambient table 3266/65536 13064/262144 ( 5.0%)
    HDR ambient table 3266/65536 13064/262144 ( 5.0%)
    LDR leaf ambient 15689/65536 439292/1835008 (23.9%)
    HDR leaf ambient 3266/65536 91448/1835008 ( 5.0%)
    occluders 0/0 0/0 ( 0.0%)
    occluder polygons 0/0 0/0 ( 0.0%)
    occluder vert ind 0/0 0/0 ( 0.0%)
    detail props [variable] 1/12 ( 8.3%)
    static props [variable] 1/42098 ( 0.0%)
    pakfile [variable] 4262/0 ( 0.0%)
    physics [variable] 4920209/4194304 (117.3%) VERY FULL!
    physics terrain [variable] 0/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 13480
    Writing c:\users\pichau\desktop\tf2 mvm maps\mapas em criaçao\mvm_snow_mountain_village_b1.bsp
    26 seconds elapsed


    PS: I am Brazilian and my English is horrible, I can even use google translator to help me, but most of the time, it does not translate correctly ...
     
  2. DrSquishy

    aa DrSquishy ???

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    Areaportals must be in every entrance to a structure they are being used with. If you load up the pointfile (it draws a red line to help you find leaks) it'll go through the gap in which the structure isn't sealed. The areaportals have to be in every entrance and window, and remember that only world brushes can seal your buildings, not props or brush entities
     
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  3. Fillmore

    Fillmore L5: Dapper Member

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    You may want to toggle func_detail off so you can tell properly set up areaportals easier (And like Squishy said they don't seal the world)
     
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    • Agree Agree x 1
  4. Lightyena

    Lightyena L1: Registered

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    I do not have any func_brush / func_detail or props in this area of the map and the red line points to the skybox in an area without any leaks, here imgs of the red line:

    [​IMG]
    [​IMG]
    [​IMG]
     
  5. DrSquishy

    aa DrSquishy ???

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    That looks like your areaportal has one face not covered by the edge. Areaportals must never be able to draw a line from one face to another although the odd pointfile makes me think you might have a leak in the skybox?
     
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  6. Lightyena

    Lightyena L1: Registered

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    I moved the area_portal a bit to fit in the door correctly and now it's in a loop ???
    [​IMG]
     
  7. Fillmore

    Fillmore L5: Dapper Member

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    Seems like it's leaking from another way, now
     
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  8. Erk

    aa Erk erk

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    Is the areaportal on a displacement? Displacements dont count as world brushes either.
     
    • Agree Agree x 1
  9. [Rx.] Christian Troy

    [Rx.] Christian Troy L5: Dapper Member

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    From that last pic it looks like the bottom of that area portal is still not covered with a world brush. All 4 sides of an area portal must touch a world brush on each side and must be covered by the brushes on all 4 sides or it will cause a leak. The front and back of an area portal are the only parts that don't have to be covered. Another thing about area portals is you can also have them go through func_details, displacements, props, etc. to touch a world brush on it's 4 sides to seal it. You can also make them thinner if needs be so all 4 sides are covered by a world brush. Just make sure they all the same thickness though because from what I understand it's their thickness that ties them together.
     
  10. henke37

    aa henke37

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    Actually, the thinness is for when you don't want them to be tied together. You see, coplanar areaportals are sometimes merged. Which can be bad for performance.