My map is full of leaks because areaportals but I already sealed the map

Discussion in 'Mapping Questions & Discussion' started by Seitan, Feb 26, 2017.

  1. Seitan

    Seitan L3: Member

    Messages:
    136
    Positive Ratings:
    16
    I tried placing areaportals on my map for the first time, compiled the map and then received a lot of leak
    warnings, I already sealed the map completely but I'm still receiving leak warnings on my compile log


    Here's my compile log:

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Seitann\Documents\Mapas\cp_beidian_a2.vmf"

    Valve Software - vbsp.exe (Feb 13 2017)
    8 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\Seitann\Documents\Mapas\cp_beidian_a2.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    **** leaked ****
    Entity tf_pumpkin_bomb (2906.00 1875.09 0.19) leaked!

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1024.0 3584.0 668.0)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1536.0 4096.0 668.0)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1744.0 2048.0 -276.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1344.0 2048.0 -276.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1936.0 2048.0 -276.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1536.0 2048.0 -632.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1968.0 2048.0 -144.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1976.0 2048.0 1152.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:

    *** Suppressing further FindPortalSide errors.... ***
    Processing areas...
    Brush 118658: areaportal brush doesn't touch two areas

    Brush 118653: areaportal brush doesn't touch two areas

    Brush 118658: areaportal brush doesn't touch two areas

    Brush 118659: areaportal brush doesn't touch two areas

    Brush 118660: areaportal brush doesn't touch two areas

    Brush 118652: areaportal brush doesn't touch two areas

    Brush 118653: areaportal brush doesn't touch two areas

    Brush 118652: areaportal brush doesn't touch two areas

    Brush 118718: areaportal brush doesn't touch two areas

    Brush 118647: areaportal brush doesn't touch two areas

    Brush 118372: areaportal brush doesn't touch two areas

    Brush 118372: areaportal brush doesn't touch two areas

    Brush 118372: areaportal brush doesn't touch two areas

    Brush 118372: areaportal brush doesn't touch two areas

    Brush 118372: areaportal brush doesn't touch two areas

    Brush 118372: areaportal brush doesn't touch two areas

    Brush 118637: areaportal brush doesn't touch two areas

    Brush 118637: areaportal brush doesn't touch two areas

    Brush 118637: areaportal brush doesn't touch two areas

    Brush 118637: areaportal brush doesn't touch two areas

    Brush 118637: areaportal brush doesn't touch two areas

    Brush 118637: areaportal brush doesn't touch two areas

    Brush 118620: areaportal brush doesn't touch two areas

    Brush 118620: areaportal brush doesn't touch two areas

    Brush 118631: areaportal brush doesn't touch two areas

    Brush 118631: areaportal brush doesn't touch two areas

    Brush 118631: areaportal brush doesn't touch two areas

    Brush 118631: areaportal brush doesn't touch two areas

    Brush 118631: areaportal brush doesn't touch two areas

    Brush 118631: areaportal brush doesn't touch two areas

    Brush 118371: areaportal brush doesn't touch two areas

    Brush 118371: areaportal brush doesn't touch two areas

    Brush 118371: areaportal brush doesn't touch two areas

    Brush 118589: areaportal brush doesn't touch two areas
    done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 444 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
    Finding displacement neighbors...
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (1) (840974 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 2293 texinfos to 1447
    Reduced 79 texdatas to 74 (1732 bytes to 1573)
    Writing C:\Users\Seitann\Documents\Mapas\cp_beidian_a2.bsp
    Wrote ZIP buffer, estimated size 928, actual size 714
    6 seconds elapsed
    13.780170 3.625153 0.000000
    13.780170 0.438848 0.000000
    13.780170 3.509040 0.000000
    13.001991 3.625151 0.000000
    make_triangles:calc_triangle_representation: Cannot convert

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Seitann\Documents\Mapas\cp_beidian_a2"

    Valve Software - vvis.exe (Feb 13 2017)
    8 threads
    reading c:\users\seitann\documents\mapas\cp_beidian_a2.bsp
    reading c:\users\seitann\documents\mapas\cp_beidian_a2.prt
    LoadPortals: couldn't read c:\users\seitann\documents\mapas\cp_beidian_a2.prt


    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Seitann\Documents\Mapas\cp_beidian_a2"

    Valve Software - vrad.exe SSE (Feb 13 2017)

    Valve Radiosity Simulator
    8 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading c:\users\seitann\documents\mapas\cp_beidian_a2.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (2.26 seconds)
    12047 faces
    1 degenerate faces
    4073360 square feet [586563840.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    0 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
    Build Patch/Sample Hash Table(s).....Done<0.1397 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
    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 (42)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 29/1024 1392/49152 ( 2.8%)
    brushes 2404/8192 28848/98304 (29.3%)
    brushsides 16364/65536 130912/524288 (25.0%)
    planes 5020/65536 100400/1310720 ( 7.7%)
    vertexes 16957/65536 203484/786432 (25.9%)
    nodes 5028/65536 160896/2097152 ( 7.7%)
    texinfos 1447/12288 104184/884736 (11.8%)
    texdata 74/2048 2368/65536 ( 3.6%)
    dispinfos 0/0 0/0 ( 0.0%)
    disp_verts 0/0 0/0 ( 0.0%)
    disp_tris 0/0 0/0 ( 0.0%)
    disp_lmsamples 0/0 0/0 ( 0.0%)
    faces 12047/65536 674632/3670016 (18.4%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 6832/65536 382592/3670016 (10.4%)
    leaves 5058/65536 161856/2097152 ( 7.7%)
    leaffaces 14321/65536 28642/131072 (21.9%)
    leafbrushes 3901/65536 7802/131072 ( 6.0%)
    areas 5/256 40/2048 ( 2.0%)
    surfedges 86214/512000 344856/2048000 (16.8%)
    edges 51439/256000 205756/1024000 (20.1%)
    LDR worldlights 0/8192 0/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 1401/32768 14010/327680 ( 4.3%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 26133/65536 52266/131072 (39.9%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 64/512 22528/180224 (12.5%)
    LDR lightdata [variable] 7840032/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 55996/393216 (14.2%)
    LDR ambient table 5058/65536 20232/262144 ( 7.7%)
    HDR ambient table 5058/65536 20232/262144 ( 7.7%)
    LDR leaf ambient 3025/65536 84700/1835008 ( 4.6%)
    HDR leaf ambient 5058/65536 141624/1835008 ( 7.7%)
    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] 1/25070 ( 0.0%)
    pakfile [variable] 714/0 ( 0.0%)
    physics [variable] 840974/4194304 (20.1%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 34796
    Writing c:\users\seitann\documents\mapas\cp_beidian_a2.bsp
    55 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\Seitann\Documents\Mapas\cp_beidian_a2.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_beidian_a2.bsp"
     
  2. 200

    200 L1: Registered

    Messages:
    47
    Positive Ratings:
    68
    The map itself can be sealed, but different areas of it may not be. If you place areaportals, make sure areaportals is the only brush/brushes that fit the hole between two map areas. Its pretty hard to tell without the vmf if there is anything wrong with your map. You may try to load portalfile to check out if your map has any func_details or other brush entities that do not seal map areas.
     
  3. Seitan

    Seitan L3: Member

    Messages:
    136
    Positive Ratings:
    16
    About the portalfile, I can't find any on my maps folder, there's vmx, vmf, lin, but I can't find any portalfile, how I can create one?
     
  4. 200

    200 L1: Registered

    Messages:
    47
    Positive Ratings:
    68
    It only appears after a compile. You can run a quick compile from hammer and then load it from "Map => Load Portalfile" and clicking "Yes".
     
    • Thanks Thanks x 1
  5. Crowbar

    aa Crowbar perfektoberfest

    Messages:
    1,429
    Positive Ratings:
    1,172
    Areaportals must subdivide map into so-called areas, which must be fully isolated. An areaportal must not touch the same area twice.
    upload_2017-2-26_19-34-1.png
    In the picture above, the black is world brushes and the blue is the portal - and you can see how the portal touches the same area twice, it's visualized by the red line.
    An areaportal must touch two areas, each once!
    So, you need to fix all the holes that the areas can leak (not to be confused with a leak to void) through. In this example the most logical solution is:
    upload_2017-2-26_19-36-10.png
    Pretty simple, but it's harder to detect and fix in practice. That's what you are to do.
     
    • Agree Agree x 3
    • Thanks Thanks x 2
  6. iiboharz

    aa iiboharz Meme Queen

    Messages:
    707
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    1,030
    It also won't show up if there's a leak, as leaks prevent visleaves from being correctly created. Give this a read.
     
    • Thanks Thanks x 1
  7. Crash

    aa Crash func_nerd

    Messages:
    3,148
    Positive Ratings:
    4,746
    You basically need to think of each side of your area portal as another "void" that you have to seal from. It's a bit of a pain if you haven't planned for it, but once you get it sorted out the benefits are pretty big.
     
    • Thanks Thanks x 1
  8. henke37

    aa henke37

    Messages:
    1,876
    Positive Ratings:
    440
    Uhm, so are you all ignoring the clear evidence that it's a normal leak?
    Code:
    **** leaked ****
    Entity tf_pumpkin_bomb (2906.00 1875.09 0.19) leaked!
     
  9. vulduv

    vulduv L3: Member

    Messages:
    146
    Positive Ratings:
    29
    first. go to the top where it says map. then hit. "load pointfile" and hit yes if it says "load default pointfile?"(im swedish. im not perfect in inglish!) then look for a big red line. once all the normal seals are fixed. follow this video if you still dont get how area portals behave. (at 3:51)
    View: https://youtu.be/Ne59X-e-R9Y?
     
  10. vulduv

    vulduv L3: Member

    Messages:
    146
    Positive Ratings:
    29
    also! any none visleaf cutting blocks (chiken wire, glass, anything with a transparent texture(exept nodraw)! or func_detail) will NOT make two places seperate. they will need ither nodraw(for func_detail with no transparent testures) or an area_portal(for anything with transparent testures.)