AreaPortal Leak

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Lightyena

L1: Registered
Nov 10, 2018
11
0
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...

46439214_1924621524319456_4218820472189485056_n.jpg


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 ...
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
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
 

Fillmore

L5: Dapper Member
Jul 20, 2014
224
137
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)
 

Lightyena

L1: Registered
Nov 10, 2018
11
0
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

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)

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:

46355548_1924644890983786_224903866510999552_n.jpg

46482011_1924644570983818_6577398846505091072_n.jpg

46489507_1924644684317140_5078655113619308544_n.jpg
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
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:

46355548_1924644890983786_224903866510999552_n.jpg

46482011_1924644570983818_6577398846505091072_n.jpg

46489507_1924644684317140_5078655113619308544_n.jpg
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?
 

Lightyena

L1: Registered
Nov 10, 2018
11
0
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?

I moved the area_portal a bit to fit in the door correctly and now it's in a loop ???
46366155_1924654174316191_8234457491988021248_n.jpg
 

Fillmore

L5: Dapper Member
Jul 20, 2014
224
137
Seems like it's leaking from another way, now
 

[Rx.] Christian Troy

L5: Dapper Member
Jan 23, 2017
223
64
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.
 

henke37

aa
Sep 23, 2011
2,075
515
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.