• func_areaportals?
    8 replies, posted
I know what they do but I'm having trouble with them. I'm creating a new TTT map and when I open the door, the areaportal stays closed until you walk through it. It's linked to the door, so it should work but it's not. Is it just because there's to many of them?
Post compile log. I presume it's because the areaportal leaked. when making an areaportal the only path from one side of it to another must be through it. (Or though other areaportals)
[code] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\pryvisee\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\pryvisee\counter-strike source\cstrike" "C:\Users\Pryvisee\Desktop\ttt_shit.vmf" Valve Software - vbsp.exe (Jul 7 2010) 4 threads materialPath: c:\program files (x86)\steam\steamapps\pryvisee\counter-strike source\cstrike\materials Loading C:\Users\Pryvisee\Desktop\ttt_shit.vmf Can't find surfaceprop antlionsand for material NATURE/BLENDSANDGRASS008A, using default Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\pryvisee\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/ttt_shit/nature/blendsandgrass008a_wvt_patch Patching WVT material: maps/ttt_shit/nature/blendgrassdirt001a_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...Wrote C:\Users\Pryvisee\Desktop\ttt_shit.lin Areaportal leak ! File: C:\Users\Pryvisee\Desktop\ttt_shit.lin Brush 10688: areaportal brush doesn't touch two areas done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Pryvisee\Desktop\ttt_shit.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_08*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_08*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. 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) (211960 bytes) Error! prop_static using model "models/props_c17/furnituretable001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/furnituretable001a.mdl"! Error! prop_static using model "models/props_c17/furnituretable003a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/furnituretable003a.mdl"! Error! prop_static using model "models/props_interiors/furniture_cabinetdrawer01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_interiors/furniture_cabinetdrawer01a.mdl"! Error! prop_static using model "models/props_lab/reciever_cart.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_lab/reciever_cart.mdl"! Error! prop_static using model "models/props_lab/harddrive02.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_lab/harddrive02.mdl"! Error! prop_static using model "models/props_lab/monitor02.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_lab/monitor02.mdl"! Error! prop_static using model "models/props/de_inferno/picture1.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/de_inferno/picture1.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Water found with no water_lod_control entity, creating a default one. Compacting texture/material tables... Reduced 850 texinfos to 427 Reduced 76 texdatas to 56 (3008 bytes to 2112) Writing C:\Users\Pryvisee\Desktop\ttt_shit.bsp 3 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\pryvisee\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\pryvisee\counter-strike source\cstrike" "C:\Users\Pryvisee\Desktop\ttt_shit" Valve Software - vvis.exe (Jul 7 2010) 4 threads reading c:\users\pryvisee\desktop\ttt_shit.bsp reading c:\users\pryvisee\desktop\ttt_shit.prt 970 portalclusters 2746 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (27) Optimized: 939 visible clusters (0.00%) Total clusters visible: 157771 Average clusters visible: 162 Building PAS... Average clusters audible: 362 visdatasize:165813 compressed from 248320 writing c:\users\pryvisee\desktop\ttt_shit.bsp 28 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\pryvisee\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\pryvisee\counter-strike source\cstrike" "C:\Users\Pryvisee\Desktop\ttt_shit" Valve Software - vrad.exe SSE (Jul 7 2010) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\users\pryvisee\desktop\ttt_shit.bsp Setting up ray-trace acceleration structure... Done (1.56 seconds) 3697 faces 1258197 square feet [181180464.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 3697 patches before subdivision 87823 patches after subdivision 111 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (15) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (16) transfers 12005747, max 699 transfer lists: 91.6 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(987587, 599023, 366676) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(676356, 396203, 238671) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(468839, 269570, 162454) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(345975, 194493, 115872) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(258046, 142588, 84213) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added 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3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #48 added RGB(8, 4, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #49 added RGB(6, 3, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #50 added RGB(5, 3, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #51 added RGB(4, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #52 added RGB(3, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #53 added RGB(2, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #54 added RGB(2, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #55 added RGB(2, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #56 added RGB(1, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #57 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0725 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (12) 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 (5) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 5/1024 240/49152 ( 0.5%) brushes 609/8192 7308/98304 ( 7.4%) brushsides 3828/65536 30624/524288 ( 5.8%) planes 1888/65536 37760/1310720 ( 2.9%) vertexes 5972/65536 71664/786432 ( 9.1%) nodes 2236/65536 71552/2097152 ( 3.4%) texinfos 427/12288 30744/884736 ( 3.5%) texdata 56/2048 1792/65536 ( 2.7%) 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 3697/65536 207032/3670016 ( 5.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1541/65536 86296/3670016 ( 2.4%) leaves 2242/65536 71744/2097152 ( 3.4%) leaffaces 4260/65536 8520/131072 ( 6.5%) leafbrushes 1611/65536 3222/131072 ( 2.5%) areas 8/256 64/2048 ( 3.1%) surfedges 23422/512000 93688/2048000 ( 4.6%) edges 13307/256000 53228/1024000 ( 5.2%) LDR worldlights 111/8192 9768/720896 ( 1.4%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 3/32768 36/393216 ( 0.0%) waterstrips 258/32768 2580/327680 ( 0.8%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 4035/65536 8070/131072 ( 6.2%) cubemapsamples 11/1024 176/16384 ( 1.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 2877336/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 165813/16777216 ( 1.0%) entdata [variable] 89034/393216 (22.6%) LDR ambient table 2242/65536 8968/262144 ( 3.4%) HDR ambient table 2242/65536 8968/262144 ( 3.4%) LDR leaf ambient 9387/65536 262836/1835008 (14.3%) HDR leaf ambient 2242/65536 62776/1835008 ( 3.4%) 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] 1/16670 ( 0.0%) pakfile [variable] 1054666/0 ( 0.0%) physics [variable] 211960/4194304 ( 5.1%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 9856 Writing c:\users\pryvisee\desktop\ttt_shit.bsp 1 minute, 4 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Pryvisee\Desktop\ttt_shit.bsp" "c:\program files (x86)\steam\steamapps\pryvisee\counter-strike source\cstrike\maps\ttt_shit.bsp" [/code]
Try reading through [url]http://developer.valvesoftware.com/wiki/Areaportal[/url]
Did you set it so the areaportals' start position is matching the door?
Brush 10688: areaportal brush doesn't touch two areas I was right.
[QUOTE=Zyx;32369489]Brush 10688: areaportal brush doesn't touch two areas I was right.[/QUOTE] Yep. Make sure that one face of the areaportal faces one area, and another face faces another area and that no other faces of the areaportal are exposed.
Go to the 'view' button at the top and click 'Go to brush number', then type in 10688. Make sure the edges of the area portal all meet with the nearest solid.
Oh okay.. Haha I fixed it.. What was weird though is that when one messed up, the whole map messed up. Anyways, my TTT map is up for download. Check it out. :P [url=http://www.garrysmod.org/downloads/?a=view&id=125350][img]http://www.garrysmod.org/img/?t=dll&id=125350[/img][/url]
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