[Help] Level Editing in Hammer: areaportals & leaks

Discussion in 'Mapping Questions & Discussion' started by TheRA1DER, Jan 15, 2018.

  1. TheRA1DER

    TheRA1DER L1: Registered

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    Hi, im posting here as a last resort, i'v looked into many tutorials and spent a lot of time reading the wikias and working on my level BUT, areaportals are giving me such a hard time. So here it goes:

    Im working on a map called "docks" for insurgency which features a big outside area that is really heavy in terms of performance.

    So im playing around with hint&skip, occluders and areaportals. When it comes to areaportals, i can't seem to implement them without having leak errors in the compile process. It tells me which brushes are the problem, but in the editor, everything seems fine.

    So my question is:

    Displacements going through areaportals cause leaks?
    Invisible textures such as nodraw, ladder, playerclip, skip/hint, cause leaks? (as in z-fighting with the invisible brushes or even going through the areaportal)
    What about props? do they cause leaks when going trough area portas?
    Im currently not at home, but i will update this post with screenshots of said problem and upload a simple .vmf to show the problem.

    Thank you so much for your time&help.

    Cheers

    edit: here's the vmf: http://www.mediafire.com/file/9el946mcxsy4syk/2018_test.vmf here is some footage of what i see when i compile my map with the new areaportals: and in hammer:
    View: https://youtu.be/BmWnh9jPkxo
     
    Last edited: Jan 15, 2018
  2. hutty

    aa hutty

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    Your videos are unavailable, I can't see them.

    As for area portals, they ignore everything except non-entity brushes with opaque textures and water.

    An area portal leak occurs when one areaportal side can find a path to its own other side. So area portals are used to cut the map up into closed off sectors.

    If you are having issues sizeing them correctly, turn off all displacements, props and entities in the vis group thing first (besides other area portals).

    Hint/skip/ladder/playerclip textures are ignored by area-portals completely.

    Nodraw is considered an opaque texture by the engine, so if it is on a non-entity brush, it can be used to seal an areaportal sector.

    Water is strange, you can't have the water surface cross through an area portal. You must stack 2 area portals, one below the water, and one above.

    In short, the same rules for sealing your map from the void apply to sealing area portal sectors from eachother.
     
  3. Erk

    aa Erk erk

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    This isn't a click-able link so we can't download your map. To make a link you want to click the link button on your post which looks like this [​IMG], and then put the link in the pop-up.
     
    • Agree Agree x 1
  4. TheRA1DER

    TheRA1DER L1: Registered

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    Thanks for the reply, sorry about the videos, i uploaded them to vimeo, should be working now.

    can u give me an example of a "non-entity brush with opaque texture"?

    thanks in advance.
     
  5. VEssex

    VEssex L2: Junior Member

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    A world brush which doesn’t seem translucent or transparent with its texture.
    And brushes which are not brush entities. (func_detail, func_brush, etc.)
     
    • Thanks Thanks x 1
  6. hutty

    aa hutty

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    Seeing the videos, nothing looks obviously wrong. Why not use the "load pointfile" option in the menus to find where exactly the leak is happening. (yeah that red line boi works for area portal leaks as well as regular ones. )
     
  7. henke37

    aa henke37

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    func_brush is most definitively a normal entity class.