func_areaportal problems
Punish
09-13-2007, 10:50 AM
I hate to ask this question but I have tried searching through tutorials about this problem and I use sdk_flash.vmf as an example and studied the func_areaportals inside the map. I see the large areaportals throughout the map and they seem to connect directly to a clip texture or skybox and extend from ground to sky. I've tried using the func_areaportals in my windows and doorways just like I was told to do to help cut down compile times and tie the entity so the portals were open. But when I compile it always tells me that the certain areaportal brush isn't touching on two areas.
EXAMPLE:
Brush 4221: areaportal brush doesn't touch two areas
I even add the brush numbers to the view/go to brush number and it takes me to the area but I need to know which coordinated exactly like a leak or a bad texture.
I know the Entity information on this says:
A portal brush is used to manage visibility in maps. Portals define areas, or spaces that are connected in the map. Both sides of a portal cannot touch the same area, for example, a doughnut-shaped map would require at least two portals to divide the map into two areas. A linear map could be divided into two areas with a single area portal.
I am frustrated with this. When I made the isernia maps I started out with all the doors and windows portaled and even tried adding the larger portals to different parts of the map all connecting. I used my grid precisely and use my vertex tool to connect them accordingly but still get these same messages. Or does it matter since they are not errors?
Does anyone have a link to a good tutorial on func_areaportals because hammer's doesn't really explain a lot.
Thanks guys. :)
Zyndrome
09-13-2007, 11:27 AM
Turn off all displacements and point-based entities (brushbased too if you like) when you place areaportals, since they don't block VIS, so you have just the raw brushwork to work with.
rrwalkertr
09-13-2007, 01:29 PM
yeah zyndrome is correct, the problem i was having is that i would put area portal touching props like doorway props, but you have to take the area portal brush to actual walls and so forth. if you like, i would be willing to send you my zafod start and talk you through the area portals on vent and we can go in game to see how im using them, if u want to do this, just let me know the problem i have is trying to use them in larger open areas, im trying to learn that this go around with zafod, i have my buildings working great tho. you can check for leaks to with the load pointfile, this is if your map has no leaks in it. i had a few leaks myself in my building, but the pointfile showed them to me no problem. let me know man
Punish
09-14-2007, 10:00 AM
Turn off all displacements and point-based entities (brushbased too if you like) when you place areaportals, since they don't block VIS, so you have just the raw brushwork to work with.
Zyndrome, how do you turn off displacements, brush-based enities, and point-based enities, I did not know you could do that?
yeah zyndrome is correct, the problem i was having is that i would put area portal touching props like doorway props, but you have to take the area portal brush to actual walls and so forth. if you like, i would be willing to send you my zafod start and talk you through the area portals on vent and we can go in game to see how im using them, if u want to do this, just let me know the problem i have is trying to use them in larger open areas, im trying to learn that this go around with zafod, i have my buildings working great tho. you can check for leaks to with the load pointfile, this is if your map has no leaks in it. i had a few leaks myself in my building, but the pointfile showed them to me no problem. let me know man
rrwalkertr, I didn't know you were the creator for Zaphod? Or is this for source only?
Like I said I use sdk_flash for am example but I did notice that not all doorways are portaled, and the ones that are it seemed the portals are going through the entity archways into the walls.
now in my test map I carved my door and windows and used the same block for carving as the portal texture since it was the same cut and it seemed that the brushes were fine.
I know many hate carving but when I use the vertex tool I never got the hang of it and it was taking too much time for me.
I haven't had anymore leaks since I started using wall size 32 for my skybox. Bluestrike taught me to do that. I was having major leaks and my water never compiled right afterward and he said that was the problem.
Sorry I don't use vent, I use Skype (rarely). I have just been so busy with my mapping. I didn't realize how much, until I checked my source time last week and I spent 42 hours mappings, no wonder my wife leaves for a few hours at a time. :)
Furyo
09-14-2007, 10:37 AM
Zaphod was made by.....Zaphod :)
To turn anything off, go to the right hand part of Hammer, and find the visgroups filters there. Uncheck whichever one you want to disappear and you're done. With that said, your compile will also have them off the map, so make sure to check them back on before compiling
rrwalkertr
09-14-2007, 11:52 AM
yeah i actually called the guy who did the first zafod and he was real nice guy to talk to. i am doing a source version. glad u got it figured out
Cpl. Punishment
09-14-2007, 03:21 PM
The reason why some doors have areaportals and others don't is because having too many that can be seen at the same time actually decreases FPS. Also, I don't know if it will help, but you may want to change the width of your areaportals to 1 unit.
rrwalkertr
09-14-2007, 03:43 PM
i typically use 2 to 4 units, i know hammer doesnt like 1 unit thick brushes, but i am not sure on that, so dont go off my 4 units lol
that error can also be caused by a leak within the map each section of your map has to be leak tight one area can not leak into the other at all use skybox or nodraw textures to seal it up .
And as far as the houses go if you have a areaportal in every door way and windows and it says they dont touch both sides but you checked and they do touch this means the house has a leak somewhere it does not have to be the portal leaking it could be a wall or floor not touching it has to be air tight no cracks . :cool:
Formologic23
09-14-2007, 07:03 PM
that error can also be caused by a leak within the map each section of your map has to be leak tight one area can not leak into the other at all use skybox or nodraw textures to seal it up .
And as far as the houses go if you have a areaportal in every door way and windows and it says they dont touch both sides but you checked and they do touch this means the house has a leak somewhere it does not have to be the portal leaking it could be a wall or floor not touching it has to be air tight no cracks . :cool:Interesting.....that will help in the future tremedously! Thanks!
Punish
09-15-2007, 11:14 AM
Thanks for the advice guys and instructions. :)
Furyo
09-15-2007, 11:15 AM
Also, never have a hint brush cut through an areaportal. This will create leaks as well
Punish
09-15-2007, 11:23 AM
Also, never have a hint brush cut through an areaportal. This will create leaks as well
Fran I use the sdk_flash.vmf for an example and it shows the hint brush covering the entire map and also cutting through the areaportals, but what I'd like to know is, do I put the hint before the portals and then add the portals?
Thanks.
Zyndrome
09-15-2007, 11:27 AM
Does not matter in what order you make them.
Punish
09-15-2007, 10:14 PM
Thanks. :)
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