Areaportals Error

Discussion in 'Mapping Questions & Discussion' started by charrly, Dec 15, 2011.

  1. charrly

    charrly L1: Registered

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    Hi, I recently discovered Tf2maps.net. Actually there is a bunch of useful info on this site, which is very good! But some answers to my problems are more difficult to find.

    When I started making the most recent map I checked quite often the compiler. Till yesterday so far so good. However today, when I finished my areaportals the compiler came up with 8 threads, prolly due the portals. Quite frankly, areaportals are rubbish, but required for optimal performance.

    When I tested the map, the portals became inaccessible (=like walls). And still with the use of 'mat_wireframe 1, sv_cheats 1 and r_drawportals 1 to see what was going on, I still could see lines of props from those who actualy shouldn't be drawed! This is nothing but a leak.

    So I decided to load a Pointfile, however, there seemed to be NO Pointfile! I manually searched for an appropriate Pointfile, no results. Can I still create one? Is there a step I missed? (Compiler log says: LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\charrly94\sourcesdk_content\tf\mapsrc\Industria.prt)

    My last question: in the compiler log below, there's mentioned 'Entity 3263'; is there any possibility to find this one on a fast efficient way?

    Anyway, the compile log checker can't find any results!

    To help you find my answers I'll paste the entire compiler log below:




    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\charrly94\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\charrly94\team fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\charrly94\sourcesdk_content\tf\mapsrc\Industria.vmf"

    Valve Software - vbsp.exe (Oct 25 2011)
    8 threads
    materialPath: c:\program files (x86)\steam\steamapps\charrly94\team fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\SteamApps\charrly94\sourcesdk_content\tf\mapsrc\Industria.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Entity 3263: func_areaportal can only be a single brush

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\charrly94\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\charrly94\team fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\charrly94\sourcesdk_content\tf\mapsrc\Industria"

    Valve Software - vvis.exe (Oct 25 2011)
    8 threads
    reading c:\program files (x86)\steam\steamapps\charrly94\sourcesdk_content\tf\mapsrc\Industria.bsp
    reading c:\program files (x86)\steam\steamapps\charrly94\sourcesdk_content\tf\mapsrc\Industria.prt
    LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\charrly94\sourcesdk_content\tf\mapsrc\Industria.prt


    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\charrly94\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\charrly94\team fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\charrly94\sourcesdk_content\tf\mapsrc\Industria"

    Valve Software - vrad.exe SSE (Oct 25 2011)

    Valve Radiosity Simulator
    8 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    Loading c:\program files (x86)\steam\steamapps\charrly94\sourcesdk_content\tf\mapsrc\Industria.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (2.55 seconds)
    14474 faces
    35 degenerate faces
    5138205 square feet [739901504.00 square inches]
    81 Displacements
    293112 Square Feet [42208196.00 Square Inches]
    sun extent from map=0.000000
    sun extent from map=0.000000
    435 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (46)
    Build Patch/Sample Hash Table(s).....Done<0.0347 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
    FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (17)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 30/1024 1440/49152 ( 2.9%)
    brushes 2485/8192 29820/98304 (30.3%)
    brushsides 21412/65536 171296/524288 (32.7%)
    planes 18082/65536 361640/1310720 (27.6%)
    vertexes 25463/65536 305556/786432 (38.9%)
    nodes 5307/65536 169824/2097152 ( 8.1%)
    texinfos 4075/12288 293400/884736 (33.2%)
    texdata 72/2048 2304/65536 ( 3.5%)
    dispinfos 81/0 14256/0 ( 0.0%)
    disp_verts 6561/0 131220/0 ( 0.0%)
    disp_tris 10368/0 20736/0 ( 0.0%)
    disp_lmsamples 713160/0 713160/0 ( 0.0%)
    faces 14474/65536 810544/3670016 (22.1%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 9060/65536 507360/3670016 (13.8%)
    leaves 5338/65536 170816/2097152 ( 8.1%)
    leaffaces 18516/65536 37032/131072 (28.3%)
    leafbrushes 5820/65536 11640/131072 ( 8.9%)
    areas 9/256 72/2048 ( 3.5%)
    surfedges 113660/512000 454640/2048000 (22.2%)
    edges 76747/256000 306988/1024000 (30.0%)
    LDR worldlights 428/8192 37664/720896 ( 5.2%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 1792/32768 17920/327680 ( 5.5%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 45831/65536 91662/131072 (69.9%)
    cubemapsamples 1/1024 16/16384 ( 0.1%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 12733792/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 273427/393216 (69.5%)
    LDR ambient table 5338/65536 21352/262144 ( 8.1%)
    HDR ambient table 5338/65536 21352/262144 ( 8.1%)
    LDR leaf ambient 25646/65536 718088/1835008 (39.1%)
    HDR leaf ambient 5338/65536 149464/1835008 ( 8.1%)
    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] 1/117128 ( 0.0%)
    pakfile [variable] 1139/0 ( 0.0%)
    physics [variable] 914359/4194304 (21.8%)
    physics terrain [variable] 4295/1048576 ( 0.4%)

    Level flags = 0

    Total triangle count: 48426
    Writing c:\program files (x86)\steam\steamapps\charrly94\sourcesdk_content\tf\mapsrc\Industria.bsp
    1 minute, 10 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\charrly94\sourcesdk_content\tf\mapsrc\Industria.bsp" "c:\program files (x86)\steam\steamapps\charrly94\team fortress 2\tf\maps\Industria.bsp"

    Thanks everyone in advance!

    Charrly
     
    Last edited: Dec 15, 2011
  2. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    What it looks like, is that you func_areaportal 'd more than 1 area portal at once.

    An Area portal for a doorway, for example, must be ONE brush (it can be funny shapes, but it MUST be 1 brush)

    You cannot f_a-p a bunch of brushes, you have to do them one by one... So the number of the brush you have (3236 or what not) would be ALL of the areaportals :p

    To un-areaportal them, just select all the area portals and hit ctrl+shift+w. This sends them all back to world brushes. Now you can go back through, areaportal by areaportal, and make properly func_areaportal them.
     
  3. AgeNt_

    AgeNt_ L5: Dapper Member

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    Your problem is, an area portal can only be a single brush. You must of selected more than two brushes and then made them both one area portal.