Areaports acting strangly

Discussion in 'Mapping Questions & Discussion' started by Werewolf, Jun 15, 2014.

  1. Werewolf

    aa Werewolf Probably not a real Werewolf

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    I have been having an odd issue with the areaportals in my map, or rather the doors around them.

    Here is one in particular that is giving me trouble. I have a pair of doors with a func_areaportalwindow in the middle. Yes I know usually to use func_areaportal, but in this case I am using a func_brush and some env_lightglow's to create a blinding effect.

    Anyway, one or both of the doors will just 'disappear' from view, revealing the sky instead. The doors aren't actually going anywhere, they just stop being rendered and its all based on angles. You can stand in one spot and it looks normal, but move slightly and a door disappears.

    Some picture:
    Both Doors shut, rendering normally:
    [​IMG]

    Both doors shut, one door 'missing':
    [​IMG]

    Both doors open, white func_brush visible
    [​IMG]

    Both doors open, and one 'missing'
    [​IMG]

    For reference, even though no errors
    Can anyone help me stop them from disappearing? Compile log shows no errors, and Alt+P gives nothing either.
     
    Last edited: Jun 17, 2014
  2. Lampenpam

    aa Lampenpam

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    uh.. maybe the door is behind the portal and when the door is closed, the closed portal hides the door?

    On another note, I'd be afraid that the gold props there cause assive overdraw, and HL2 textures aren't pretty
     
  3. Berry

    aa Berry Sharing is caring, and I don't care

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    Areaportal leak. Load pointfile and it'll show the room that is "leaking" (the one that's missing an areaportal somewhere. they have to seal an entire area off)
     
  4. Werewolf

    aa Werewolf Probably not a real Werewolf

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    Nope, they run parallel.

    No leaks and no pointfile.

    So far as I can tell, the areaportal is all correct, it just stop rendering the door for no obvious reason.
     
  5. Pocket

    aa Pocket func_croc

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    Well, duh. What else are they gonna do, run perpendicular? But if you mean their coordinates and thickness are all exactly the same (i.e., they're essentially z-fighting), that might still be a problem. You should have the areaportal brush be thinner than the door itself and fully inside it, just to be on the safe side.

    This kind of leak doesn't leave ***LEAKED*** messages or pointfiles. It's caused by the "zones" that are supposed to be bordered by areaportals wrapping back around and touching the other side of the same one. Like, suppose you've got a building with a hole in the roof and a door on one side with an areaportal across it. Because of the hole in the roof, there's technically a clear path from the inside to the outside that doesn't involve going through a portal. If one path from point A to point B requires passing through an areaportal, every path has to. Make another areaportal plugging the hole in the roof, and the leak goes away.
     
  6. Werewolf

    aa Werewolf Probably not a real Werewolf

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    It already is. The areaportal brush is 2hu wide, the func_brush it renders is 4hu wide and the door is 16hu wide.

    I already knew that, and that is not the case for this door. Both areas are indoor rooms with no access to another area without passing though other verified areaportals.

    This is what I'm trying to get at here - these areaportals are functioning 100% as they should according to every guide out there. And yet, I have doors that disappear.
     
  7. henke37

    aa henke37

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    Actually, you do get a point file for areaportal leaks. And a compile message. The only thing that differs is that areaportal leaks doesn't inhibit the portals file from being created.
     
  8. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    You want a blinding effect? HDR lighting. done
     
  9. wareya

    wareya L7: Fancy Member

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    might be a bad areaportal merge
     
  10. Werewolf

    aa Werewolf Probably not a real Werewolf

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    What is areaportal merge? I've not heard of them 'merging' before.
     
  11. henke37

    aa henke37

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    The process automatically merges area portals that are positioned so that it would be more efficient to treat them as one larger one. It requires that the portals have two faces each that share a plane. That is, they are on the same axis and have the same thickness.
     
    Last edited: Jun 17, 2014
  12. Werewolf

    aa Werewolf Probably not a real Werewolf

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    Would the fade distance range effect this? This particular areaportal has a range of just 100-200, while the rest on the map have 1000-1200 ranges.
    But otherwise, what can I do to stop it merging?
     
  13. Werewolf

    aa Werewolf Probably not a real Werewolf

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    OK after some googling and finding this archived thread (http://forums.tf2maps.net/archive/index.php/t-10426.html) I can confirm this areaportal does NOT share its plane with any other areaportals, because there aren't any on the same plane. As you can see in the pictures, this is a portal between 2 rooms, not like windows along a wall.

    Some more pictures showing the area portal
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
    Last edited: Jun 18, 2014
  14. Lampenpam

    aa Lampenpam

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    is this portal made of 2 brushes? If so, make each brush its own entity.
     
  15. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    That's called areaportal merging.

    Doesn't matter if they're 20,000 units apart, if two areaportals share the same plane, they will merge. This happened to be on keikoku on a large scale


    A common way to fix it is make one take up 8 units wide and the other the other 8 units, (instead of both 16) to make them no share the same plane.
     
  16. Werewolf

    aa Werewolf Probably not a real Werewolf

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    It already is. One is a 2hu thick func_areaportalwindow, the other is a 4hu thick func_brush which is set as the rendered window for the areaportal. The doors are not connected to the areaportal in anyway, except that they hide the func_brush and _areaportalwindow when the doors are closed.

    That extra door you see above the 2 big doors uses the SAME brush/areaportalwindow already because I already knew that it would not work with separate sets of doors/brushes/areaportals.
     
  17. Werewolf

    aa Werewolf Probably not a real Werewolf

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    And as I already stated this areaportal does NOT share its plane with any other portals!
     
  18. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    Looks pretty much like areaportal merging to me. Perhaps you should post your VMF so we can have a look at it rather than trying to guess?
     
  19. Pocket

    aa Pocket func_croc

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    Hold up a sec. Did you make sure the areaportal is programmed to open before the physical door starts moving, and not after?
     
  20. Werewolf

    aa Werewolf Probably not a real Werewolf

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    I can do one better and put it on a UK server. I'll pack my current WIP version tonight and load it on my server, and post the .vmf for it here.