1. Hey there Guest,

    The game servers have moved to semi-dedicated hardware and IPs have changed. Please see front page server widget for up-to-date game server information.

portalflow, help please?

Discussion in 'Mapping Questions & Discussion' started by diewlayy, Feb 12, 2009.

  1. diewlayy

    diewlayy L1: Registered

    Messages:
    5
    Positive Ratings:
    0
    everything worked fine before all of this.
    so i was fixing up my skybox texture. for the skybox, i just made a hollow box(6 brushes around the map). then i pressed compile, waited a few moments until it gets up to compiling the portalflow part, it doesnt move..i waited a longggggg time, and it still stays at "PortalFlow: 0. "
    does anyone know the reason and solution??

    +i have hints in my map, so that wouldnt be the case
    thanks in advance
     
  2. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

    Messages:
    4,769
    Positive Ratings:
    5,538
    If I understand your right... you made a box enclosing the entire map? If so that is entirely the wrong thing to do. A skybox is not actually a box around the whole map. The reason for the long compile is because you gave it an enormous amount of map volume to calculate due to that box.
    Think of it as a skyroof. Your level should have a "roof" made out of toolsskybox textured brushes.
     
  3. diewlayy

    diewlayy L1: Registered

    Messages:
    5
    Positive Ratings:
    0
    so should i put the skybox textures on the edge of the map?
     
  4. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

    Messages:
    4,769
    Positive Ratings:
    5,538
    I think the easiest way to explain this is for you to download one of the decompiled valve maps and look at how the skybox brushes are placed.
     
  5. diewlayy

    diewlayy L1: Registered

    Messages:
    5
    Positive Ratings:
    0
    yeah, i tried to do it their way my first time, and i had a lot of leaks that i couldnt find :(
     
  6. eerieone

    aa eerieone

    Messages:
    1,009
    Positive Ratings:
    571
    you either do it their way and fix the leaks one at a time, or you count in excessive compiling times and horrible framerates. :/
    leaks are nasty, but once you fixed some of them, you´ll get the hang on it and the rest goes quickly
    sometimes you can fix many leaks by plugging one which causes the others to leak too

    if you have zillions of leaks, the best thing would be:
    _save your file under a new name
    _open the old and the new file in hammer
    _delete all areaportals from the new file
    _start rebuilding the the a-portals one by one
    _start with smaller areas (buildings/caverns)
    _after rebuilding a few, check if there are leaks via compiling bsp only without vvis&vrad (saves time if you just want to check for leaks)
    _plug the holes
    _enjoy

    if you have further questions about anormal leaks, post a screenshot here and discribe it
     
    Last edited: Feb 13, 2009
  7. krik3t

    krik3t L2: Junior Member

    Messages:
    70
    Positive Ratings:
    21
  8. Queops

    Queops L2: Junior Member

    Messages:
    77
    Positive Ratings:
    3