portalnum > areaportalnum

Discussion in 'Mapping Questions & Discussion' started by ExtraCheesyPie, May 22, 2015.

  1. ExtraCheesyPie

    ExtraCheesyPie L7: Fancy Member

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    How do I fix this error? I get it every time the map runs.

    EDOT: Nevermind, I fixed it by finagling a few areaportals around and it works perfectly.

    EDIT 2: Well crap, now the areaportals aren't loading until I get into the other one...

    EDIT 3: EVERYTHING FIXED
     
    Last edited: May 24, 2015
  2. Lampenpam

    aa Lampenpam

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    you probably have a leak
    Load the point file to see where you have to seal your map.
     
  3. ExtraCheesyPie

    ExtraCheesyPie L7: Fancy Member

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    Thanks but it had nothing to do with it :)
     
  4. ExtraCheesyPie

    ExtraCheesyPie L7: Fancy Member

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    Okay, now they work, but some buildings have invisible doorways where the areaportals are, meaning I can see through walls and stuff. If i'm inside the building, it looks like a leak zone.


    How do I fix this?
     
  5. 14bit

    aa 14bit L14: Bit Member

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    Make sure the areaportal texture is on all faces of the areaportal brush, that might be doing it.
     
  6. ExtraCheesyPie

    ExtraCheesyPie L7: Fancy Member

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    No, i'm quite sure it's on all sides :s
     
  7. worMatty

    aa worMatty Repacking Evangelist

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    Check that none of your area portals are enclosed by func_detail or any other non-world brush entity. Check the compile log for errors relating to area portals not touching the same space. Check to see if the compiler created a point file. If you changed any of the values of your area portals make sure they are left in the Open state, or only tied to a door entity that occupies the same doorway.
     
  8. wareya

    wareya L7: Fancy Member

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    fast vis?
     
  9. Lampenpam

    aa Lampenpam

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    area portals going through water?

    How about you give us the compile log so we can stop guessing?
     
  10. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    A common cause of that error is having a portal that is too large due to portal merging. Any area portals that share the same plane for both of their main faces will be merged into one regardless of distance.
    This will easily happen if you have a mirrored (rather than rotationally symmetrical) map and all the paired portals merge. Though if you aren't careful it can happen regardless.

    Just look for portals that share planes in the 2d views and make one thinner than the other.
     
  11. ExtraCheesyPie

    ExtraCheesyPie L7: Fancy Member

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    Code:
    ** 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\User\Desktop\Tf2 maps\dambusters\dambusters.vmf"
    
    Valve Software - vbsp.exe (Apr 29 2015)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
    Loading C:\Users\User\Desktop\Tf2 maps\dambusters\dambusters.vmf
    Patching WVT material: maps/dambusters/nature/blendrockgroundwallforest_viaduct_event_wvt_patch
    Patching WVT material: maps/dambusters/nature/blendrockgroundwallforest_wvt_patch
    Patching WVT material: maps/dambusters/cp_mountainlab/nature/blendrocktograss002_wvt_patch
    Patching WVT material: maps/dambusters/pl_barnblitz/blendmetalroofsnow_03_wvt_patch
    Patching WVT material: maps/dambusters/nature/blendgrasstosnow001_wvt_patch
    Patching WVT material: maps/dambusters/brick/blendcobbletocobblesnow001_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Processing areas...Wrote C:\Users\User\Desktop\Tf2 maps\dambusters\dambusters.lin
    Areaportal leak ! File: C:\Users\User\Desktop\Tf2 maps\dambusters\dambusters.lin 
    Brush 49348: areaportal brush doesn't touch two areas
    
    Brush 49366: areaportal brush doesn't touch two areas
    
    Brush 48896: areaportal brush doesn't touch two areas
    
    Brush 49334: areaportal brush doesn't touch two areas
    
    Brush 49149: areaportal brush doesn't touch two areas
    
    Brush 49133: areaportal brush doesn't touch two areas
    
    Brush 49218: areaportal brush doesn't touch two areas
    
    Brush 49218: areaportal brush doesn't touch two areas
    
    Brush 49218: areaportal brush doesn't touch two areas
    done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 18 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\User\Desktop\Tf2 maps\dambusters\dambusters.prt...Building visibility clusters...
    done (0)
    *** 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...
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (206046 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 876 texinfos to 523
    Reduced 68 texdatas to 57 (1970 bytes to 1576)
    Writing C:\Users\User\Desktop\Tf2 maps\dambusters\dambusters.bsp
    4 seconds elapsed
    
    ** 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" -fast "C:\Users\User\Desktop\Tf2 maps\dambusters\dambusters"
    
    Valve Software - vvis.exe (Apr 29 2015)
    fastvis = true
    4 threads
    reading c:\users\user\desktop\tf2 maps\dambusters\dambusters.bsp
    reading c:\users\user\desktop\tf2 maps\dambusters\dambusters.prt
     949 portalclusters
    2585 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 35390 visible clusters (6.60%)
    Total clusters visible: 535871
    Average clusters visible: 564
    Building PAS...
    Average clusters audible: 897
    visdatasize:217342  compressed from 227760
    writing c:\users\user\desktop\tf2 maps\dambusters\dambusters.bsp
    0 seconds elapsed
    
    ** 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" -noextra "C:\Users\User\Desktop\Tf2 maps\dambusters\dambusters"
    
    Valve Software - vrad.exe SSE (Apr 29 2015)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [37 texlights parsed from 'lights.rad']
    
    Loading c:\users\user\desktop\tf2 maps\dambusters\dambusters.bsp
    Setting up ray-trace acceleration structure... Done (0.61 seconds)
    3663 faces
    1 degenerate faces
    831287 square feet [119705360.00 square inches]
    13 Displacements
    7547 Square Feet [1086884.13 Square Inches]
    3662 patches before subdivision
    87928 patches after subdivision
    0 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (10)
    transfers 8789826, max 707
    transfer lists:  67.1 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #1 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0226 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (3)
    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 (3)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                   6/1024          288/49152    ( 0.6%) 
    brushes                608/8192         7296/98304    ( 7.4%) 
    brushsides            3987/65536       31896/524288   ( 6.1%) 
    planes                2194/65536       43880/1310720  ( 3.3%) 
    vertexes              5303/65536       63636/786432   ( 8.1%) 
    nodes                 1928/65536       61696/2097152  ( 2.9%) 
    texinfos               523/12288       37656/884736   ( 4.3%) 
    texdata                 57/2048         1824/65536    ( 2.8%) 
    dispinfos               13/0            2288/0        ( 0.0%) 
    disp_verts             941/0           18820/0        ( 0.0%) 
    disp_tris             1472/0            2944/0        ( 0.0%) 
    disp_lmsamples       20596/0           20596/0        ( 0.0%) 
    faces                 3663/65536      205128/3670016  ( 5.6%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces             1772/65536       99232/3670016  ( 2.7%) 
    leaves                1935/65536       61920/2097152  ( 3.0%) 
    leaffaces             4423/65536        8846/131072   ( 6.7%) 
    leafbrushes           1323/65536        2646/131072   ( 2.0%) 
    areas                    5/256            40/2048     ( 2.0%) 
    surfedges            24503/512000      98012/2048000  ( 4.8%) 
    edges                14302/256000      57208/1024000  ( 5.6%) 
    LDR worldlights          0/8192            0/720896   ( 0.0%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips            333/32768        3330/327680   ( 1.0%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices          5124/65536       10248/131072   ( 7.8%) 
    cubemapsamples           0/1024            0/16384    ( 0.0%) 
    overlays                 1/512           352/180224   ( 0.2%) 
    LDR lightdata         [variable]     3949524/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]      217342/16777216 ( 1.3%) 
    entdata               [variable]       28032/393216   ( 7.1%) 
    LDR ambient table     1935/65536        7740/262144   ( 3.0%) 
    HDR ambient table     1935/65536        7740/262144   ( 3.0%) 
    LDR leaf ambient       982/65536       27496/1835008  ( 1.5%) 
    HDR leaf ambient      1935/65536       54180/1835008  ( 3.0%) 
    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]           1/16898    ( 0.0%) 
    pakfile               [variable]        3878/0        ( 0.0%) 
    physics               [variable]      206046/4194304  ( 4.9%) 
    physics terrain       [variable]        2581/1048576  ( 0.2%) 
    
    Level flags = 0
    
    Total triangle count: 10139
    Writing c:\users\user\desktop\tf2 maps\dambusters\dambusters.bsp
    17 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\User\Desktop\Tf2 maps\dambusters\dambusters.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\dambusters.bsp"
    
    
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf"  +map "dambusters" -steam
     
  12. ExtraCheesyPie

    ExtraCheesyPie L7: Fancy Member

    Messages:
    484
    Positive Ratings:
    127
    No fucking way, turns out the reason all my areaportals broke was because I put a window texture peeking out into another areaportal...


    ugghhhh