areaportals

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lizardkid
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areaportals

Post by lizardkid »

Well i'm tinkering with a map, mainly for scripting tricks. The problem i've run into is that it's getting big enough to need some vis. Since it's indoor, i decided portals would work perfect. Unfortunately, i cant seem to get them to work anymore. i never had problems with them before, but now when i put them in the doorway turns to void. i can open the door and noclip through fine, but it's not exactly what i was hoping for.

Here's my process.

Make the visible door brush. texture as normal, place.
Make the origin brush (rotatingdoor). i put the origin flush with the door's width on the hinge side, so that it doesnt stick out.
Then i put the portal in, all i do is put it like the origin, except sticking out at the latch side of the door as well, about 8 units on both sides. the portal doesnt stick out in front or back of the door.

This always worked for me before, but for some reason it's acting up. such a noob question, but can anyone help?
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Post by jv_map »

Hmm sounds like you did it right... what exactly happens? .. I'm not sure if I follow 'the doorway turns to void'.. do you see the door itself? Does it matter whether the door is opened or closed?
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tltrude
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Post by tltrude »

Sounds a lot like a problem I had.

/forum/viewtopic.php?t=6823
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Post by neillomax »

I didn't read all of T's link, but, I have a similar problem with a portal brush. I have three doors in a row. The portal works between the first two, ( framerates go beyond 1000 ), but when standing between the 2 and 3 door, it doesn't. Tried everything. You may want to try and control g everything to see if that works. May be a brush out of wack.
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Post by lizardkid »

Alright, so the problem (in clearer terms) was exactly like Tom's link, the door would sort of half-draw; i can see it sometimes, making it appear to be like a caulked surface that looked out into the void area. Best way i can think of is that it's drawing it normally one frame and void the next.

i tried ctrl-g'ing the whole map, remaking the doors, and i checked VIS errors - nothing. The map doesnt seem to have any VIS optimization at all; hint brushes dont work and the portals obviously dont. This confuses me, as the entire VIS compile process doesn't hold a single warning or error; no step of the compile does. And yet it doesnt seem to work.

i dont get it. :evil:
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neillomax
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Post by neillomax »

With the map loaded........ goto file/point file............ see a red line ?
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tltrude
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Portals

Post by tltrude »

I never overlap area portal brushes. I think they work best when they just seal the doorway opening.
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Post by lizardkid »

i always put a skybox on my maps, and make it allgrey. It's blatently obvious where leaks are that way, and it doesnt interrupt compiles. After i'm done with the map if i dont toss it i usually put a night sky to it so it's not obvious i have a skybox.

I don't know... this is bothering me though. i've gone through all the solutions here, and it happens on every door i portal, enclosed room or not. i guess i'll have to just do without for the time being, until i can figure it out.

it's maddening though, i've got the process right; i just tried a test map with four rooms all door'd together, worked fine.
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At0miC
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Post by At0miC »

Strange. Do you have any doorframes or windowframes made detail? The whole room should be sealed with structural brushes, detailed brushes are holes. Put the areaportal(s) inside the detailed brushes too.
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Post by lizardkid »

no, right now it's just a wall cut into three sections* with a simple rotatingdoor put in the hole, with an areaportal covering the door. nothing fancy yet. One of the rooms DOES have a window looking into other rooms, but there's two or three rooms that arent visible, and it still spazzes with them, one of them is just a hollowed brush completely sealed with no entities in it and it does the same.

So what makes areaportals malfunction outside of leaks?

* not CSG
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Post by bdbodger »

No errors in console about area portals ?
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Post by lizardkid »

here's something, this comes up when i load the map. comes up 5 times; the amount of portals i have.

Code: Select all

Shader 'textures/common/portal' stage# 1 is unfoggable
so my portal shader is messed?
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Post by Rookie One.pl »

Nah, it's not even an error, it's just a notification from the renderer module that this shader will not be affected by fog. It will disappear if you set developer to 0.
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Post by jv_map »

What are you using the portal texture for? :?
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tltrude
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vis

Post by tltrude »

Can you post a vis compile log?

It should say how many areas it found.
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