Trouble With Area Portals, portalnum > numareaportals

Discussion in 'Mapping Questions & Discussion' started by Tryhard Trevor, Feb 4, 2016.

  1. Tryhard Trevor

    Tryhard Trevor L1: Registered

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    I'm having an issues with some func_areaportals. I have a room, which contains three area portals, two here:
    [​IMG]
    And one over here:
    [​IMG]

    The room appears to have no leaks, and the area portals completely enclose the room. When the map loads, however, I get the engine error: portalnum > numareaportals. Is there something I need to change? This also happens almost any room I try to put area portals in on the entire map.
     
  2. PyroDevil

    PyroDevil L3: Member

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    That error means you have a leak in your map. If you have a leak anywhere in a map with areaportals, you will get that error. You can view where the leak comes from by going to Map-> View pointfile.
     
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  3. Tryhard Trevor

    Tryhard Trevor L1: Registered

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    The pointfile is showing that the leak begins at the area portal, and then it trails off into the skybox.
    [​IMG]
    [​IMG]
     
  4. Lampenpam

    aa Lampenpam

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    do you have radius culling enabled? The button is between :cordonedit: and :selectbyhandles: (why do we lack the icon for radius culling?)
    If yes, disable it. It's basicly compleetly uselss and fucks up your compiles.
     
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  5. Tryhard Trevor

    Tryhard Trevor L1: Registered

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    Radius culling is not turned on.
     
  6. PyroDevil

    PyroDevil L3: Member

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    My suggestion is to uncheck areaportal in the visgroup (it's a to the left), compile the map again, and check the new pointfile
     
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  7. Tryhard Trevor

    Tryhard Trevor L1: Registered

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    Sorry, I'm not really sure how to do that. You'll have to explain further.
     
  8. Zed

    aa Zed Certified Most Crunk™

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    I'm pretty sure that area portals need to be touching world geometry on 4 sides or else they'll cause a leak. Are any of the walls surrounding your areaportals func_detail?
     
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  9. PyroDevil

    PyroDevil L3: Member

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    On the left of you screen, there should be a box labled visgroups. Select the Auto tab and scroll down to areaportal and uncheck it. Then recompile the map and check the newly generated pointfile
     
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  10. Tryhard Trevor

    Tryhard Trevor L1: Registered

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    I double checked, and none of the brushes surrounding the area portals are func_details. I do however have func_details inside the room that may cause the room to not really "be a room." By that, I mean that the floor is a func_detail, and thus not all the walls in the room are just regular solids.

    So I did this, and although I was able to run the map without the engine error, the pointfile appears to be missing. Side-note, I don't get any compile log errors regarding the area portal.
     
  11. Tryhard Trevor

    Tryhard Trevor L1: Registered

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    Thanks for the offer, but I'd rather learn then have someone do the work for me.
     
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  12. killohurtz

    aa killohurtz Distinction in Applied Carving

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    The way areaportals work, you have to treat rooms sealed by them like miniature versions of a full map. They will leak if the room is not otherwise completely enclosed by world brushes. Think about it this way: if you can get from one side of an areaportal to the other without going through a world brush or another areaportal, then you have a leak. So in your case, you'll either have to turn the floor back into a world brush, or seal underneath it.

    Also, a lack of a pointfile is good news. That means the map didn't leak and the compiler had no need to generate one.
     
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  13. Hyperion

    aa Hyperion L16: Grid Member

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    That's not 100% correct. You can make areaportal that has at least 3 sides facing air. Thing is that it works sometimes, sometimes doesnt.

    Not sure about this, but I think vbsp chooses two faces of areaportal brush at "random" and it is luck based if it chooses right ones
     
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  14. Tryhard Trevor

    Tryhard Trevor L1: Registered

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    Awesome! After I made sure that the room was was entirely sealed, and that no func_details were used for walls and floors, I finally got it to work! Thanks for all the help guys! Really appreciated!
     
  15. Vel0city

    aa Vel0city func_fish

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    That's what we are here for.