func_areaportals?

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)



** 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	tt_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	tt_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	tt_shit.lin
Areaportal leak ! File: C:\Users\Pryvisee\Desktop	tt_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	tt_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	tt_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	tt_shit"

Valve Software - vvis.exe (Jul  7 2010)
4 threads
reading c:\users\pryvisee\desktop	tt_shit.bsp
reading c:\users\pryvisee\desktop	tt_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	tt_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	tt_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	tt_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)
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	Bounce #17 added RGB(12518, 6429, 3446)
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	Bounce #18 added RGB(9824, 5044, 2697)
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	Bounce #19 added RGB(7713, 3961, 2115)
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	Bounce #25 added RGB(1819, 940, 505)
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	Bounce #26 added RGB(1431, 741, 399)
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	Bounce #27 added RGB(1126, 584, 316)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
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	Bounce #30 added RGB(549, 287, 157)
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	Bounce #31 added RGB(433, 227, 125)
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	Bounce #32 added RGB(341, 179, 99)
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	Bounce #33 added RGB(268, 142, 79)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
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	Bounce #35 added RGB(167, 88, 50)
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	Bounce #38 added RGB(82, 44, 25)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #39 added RGB(65, 35, 20)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #40 added RGB(51, 28, 16)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #41 added RGB(40, 22, 13)
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GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
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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)
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GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
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GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
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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	tt_shit.bsp
1 minute, 4 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Pryvisee\Desktop	tt_shit.bsp" "c:\program files (x86)\steam\steamapps\pryvisee\counter-strike source\cstrike\maps	tt_shit.bsp"


Try reading through

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.

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. :stuck_out_tongue:

http://www.garrysmod.org/img/?t=dll&id=125350