[SOLVED] Areaportals Are Messed Up
[SOLVED] Areaportals Are Messed Up
I've checked around and as far as I've looked I couldn't find anything that was fixing this problem I'm having. My areaportals, regardless of being an open or closed portal, don't draw whats on the other side of them until you pass through it.
I have them set up exactly the way they should be and I have no leaks in my map. I tried combinations of linked to doors, I/O'ed output from door Open/FullyClosed, and open portals. They all unveil the void until I pass through them.
Also, I'd rather not start another thread for this, my light_spots fade out in certain parts of my map. I think it might have something to do with my areaportals problem but maybe not. When the player spawns the wall in front of him is black and everything on the sides is lit, but as you approach the wall and get closer to the light, it fades on.
I have them set up exactly the way they should be and I have no leaks in my map. I tried combinations of linked to doors, I/O'ed output from door Open/FullyClosed, and open portals. They all unveil the void until I pass through them.
Also, I'd rather not start another thread for this, my light_spots fade out in certain parts of my map. I think it might have something to do with my areaportals problem but maybe not. When the player spawns the wall in front of him is black and everything on the sides is lit, but as you approach the wall and get closer to the light, it fades on.
Last edited by shiftey on Fri Sep 18, 2009 1:32 am, edited 1 time in total.
I'm not entirely sure but this might be a bug that was picked up with OB?
I don't really use areaportals and when I have I've had them always set to open. Sorry I know that's not much help to you.
Also double check the right faces are textured?
And as for lights sounds a bit wired?
I'd first check the order of your fall off distances if you have them set. just incase you have one value higher when it should be lower than the next.
I don't really use areaportals and when I have I've had them always set to open. Sorry I know that's not much help to you.
Also double check the right faces are textured?
And as for lights sounds a bit wired?
I'd first check the order of your fall off distances if you have them set. just incase you have one value higher when it should be lower than the next.
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.
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'She has zero tolerance for idiots'.
fug's Obsidian files
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Regular areaportals are really hard to use effectively in multiplayer because the server controls them, so you have to open/close them for all clients at once. They should still work though, I use one in a map I'm working on, though it's bound to a door. You might consider using areaportal_windows; they are clientside so they work individually for each player. Are the fading lights dynamic lights, or statically compiled lights?
That's most likely caused by assigning model textures to said brushes, and has nothing to do with the light itself. Try replacing the textures with others that don't have any "model" or "prop" in their name/path. If you really want the textures you have right now, you can also extract their vmt's out of the gcf, alter their name and change their shader to "LightMappedGeneric".
For the areaportals: You might have an areaportal Leak. Normally that's what causes this weird behaviour of only rendering the other area after passing through. Look for something like "areaportal leak: brush 7837643 doesn't touch two areas" in your compile log.
Then you click View->Got to brush number... and put in the number you've just seen marked as leaked areaportal brush.
I'll be back home on sunday and if you don't solve it until then, i can post some more information, because there is another thing it took ages for me to find out how to fix it.
Then you click View->Got to brush number... and put in the number you've just seen marked as leaked areaportal brush.
I'll be back home on sunday and if you don't solve it until then, i can post some more information, because there is another thing it took ages for me to find out how to fix it.

Forgot both of those things and have had both the problems/errors TheMoon and Blues mentioned before.
Sadly I deleted my offending portals that were giving of the error because I just couldn't fix. I think I only had like 6-7 and I backwards deleted and just left two main ones I knew that were working. I know a method I was not happy with

'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
Thank you, it worked! I was reluctant to check at first because its a blatant wall texture but for some reason its under "props_debris." Stupid vertex lit textures...TheMoon wrote:That's most likely caused by assigning model textures to said brushes, and has nothing to do with the light itself. Try replacing the textures with others that don't have any "model" or "prop" in their name/path. If you really want the textures you have right now, you can also extract their vmt's out of the gcf, alter their name and change their shader to "LightMappedGeneric".
For the areaportals, normally it's not a problem if there are things intersecting them. There were doors and stuff intersecting on oc_return_c17_01 when i optimized it for DaMaN.
One problem i ran into was the following:
There was a construction like this, where i put an areaportal:

Where the green lines are func_details, the black lines world brushes and the grey ones mark the areaportal i put there.
I solved it like this:

Just turning the roof of the warehouse thing into world brushes, creating some more vis-leaves.
But as i looked at it later on i think it could also be done like this:

If you have construcions similar to this you might test one of my suggestions, maybe it will help you to get rid of the areaportal leak.
One problem i ran into was the following:
There was a construction like this, where i put an areaportal:

Where the green lines are func_details, the black lines world brushes and the grey ones mark the areaportal i put there.
I solved it like this:

Just turning the roof of the warehouse thing into world brushes, creating some more vis-leaves.
But as i looked at it later on i think it could also be done like this:

If you have construcions similar to this you might test one of my suggestions, maybe it will help you to get rid of the areaportal leak.
Ok so I fixed up my areaportals by starting a new map. Something must have been bugged in the old one. Now I'm having a problem where only certain items are being drawn from within closed portals. Valve SDK says its because the areaportals on the same axis merge themselves.
EDIT: I have 5 prop models of the m4 in a row and they keep rendering on and off. Every time they do I drop to half my fps. No other time do i experience a drop in fps. What could be causing this?
EDIT: I have 5 prop models of the m4 in a row and they keep rendering on and off. Every time they do I drop to half my fps. No other time do i experience a drop in fps. What could be causing this?
What sort of prop_ are they? Is it a dynamic and did you change the render mode by mistake or fx or something?
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database