Areaportals vs func_areaportals

Discussion in 'Mapping Questions & Discussion' started by re1wind, Aug 13, 2009.

  1. re1wind

    aa re1wind

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    I've somehow gotten the impressions that the func_Areaportal is somehow more sensitive and 'touchy' than the standard world brush with areaportal texture applied.

    The reason i say this is that the compile log was giving me leak errors with point file that pointed nowhere. the lines just went in circles or didn't go anywhere at all. This is not a normal areaportal leak, i know what those look like. The problem was being caused by func_Areaportals, though, which doesn't make much sense.

    I did fix the problem after converting everything to the world-brush kind -which valve maps seems to like- but it just seems strange that one version doesn't cause leaks while the other does.

    Of course, the func_Areaportal & areaportalwindow are controllable versions, but does that functionality and being tied to an entity affect the 'stability' of the compile process?

    Roughly 70 areaportals of which half were the func_areaportal kind.

    Anyone else notice this, or am i just seeing things while under the influence of Hammer?
     
  2. Psy

    aa Psy The Imp Queen

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    A world brush textured in areaportal is not an areaportal.
     
  3. Geit

    aa Geit 💜 I probably broke it 💜

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    A Worldbrush with the areaportal texture is just a normal worldbrush(It'll even render in game with the areaportal texture), and it won't do anything to break up your level. (Other than a few VIS leafs.)

    Does this large line pass through any func_details or small holes into another area? If so, that's a leak.

    Also, Valve maps do not favour the "Worldbrush" kind, this is just a shortcoming in VMEX, it can't decompile occludes and Area-portals.
     
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  4. Ravidge

    aa Ravidge Grand Vizier

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    as the people above stated.
    A world brush with the areaportal texture does nothing. It must be tied to func_areaportal to work.

    When finding leaks caused by areaportals, it might help if you turn off all the visgroups except world brushes (minus displacements and obviously the areaportals themselves).
    If one side of a areaportal can draw a pointfile to it's backside it will report a leak.
     
  5. re1wind

    aa re1wind

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    Ah, i see, well thanks. i was rather surprised to find giant areaportal-textured walls though. :)
    I was wondering why those decompiled maps had so many worldbrush areaportals. Can't be bothered to re-download the SDK to get the officially released maps, in addition to stupid bandwidth restrictions (isp). Guess i shoot myself in the foot then.

    Ah well, i learnt something from this so it's not all bad. :)
     
  6. Nerdbot

    Nerdbot L7: Fancy Member

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    Just do "Refresh SDK Content" on the Source SDK window and the maps will show up.