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Re: 9
Posted: Sat Feb 21, 2004 12:18 pm
by tltrude
Yes, and it is not "room A", it's "area A"--area A includes three rooms.
tltrude wrote:Well the map has nine areas. I tried testing the (main) inside part of the map for leaks by filtering out and deleteting anything that wasn't important to the structure (including patches), and copying what was left to a new map. I then changed the doors to the outside (4 doors) into structual brushes and compiled. There were no leaks into the void, so the structure is tight. Also, none of the remaining doors showed any area portal problems--weird.
Posted: Sat Feb 21, 2004 1:10 pm
by crunch
Looking at that first image more closely, I can see that the area is turned off. What I am seeing through the door is the hall of mirrors effect.
You say that the doors are in "pockets" to the sides (if they open sideways) and up and down (if they open up and down). So, that means that there are 3 faces per door that will never be seen.
Did you by any chance use no-draw on those faces, since they won't be seen anyway?
If so, that is the problem. No-draw and area portals don't mix. Even if it is not a visible face, the entire func_door takes on some of the no-draw shader properties. So when the door first closes, everything looks fine, and the door is drawn. But as soon as you move, the door "bleeds."
Texture the sides of the door without caulk or no-draw.
And, just like you described, it is a random event. It won't always happen, but can happen.
Nope
Posted: Sat Feb 21, 2004 1:36 pm
by tltrude
There is not any caulk or nodraw on the door brushes or in the pockets--even the top pockets are textured.
But, you may be on to something there, because I copied the frame from one of the good doors over to one of the bad doors and that door is now fixed!!!
BTW, making it a double door that opens sideways did nothing to fix it.
Posted: Sun Feb 22, 2004 7:08 am
by Random
See i think he is doing something top secret and sneaky otherwise T would be more than happy to show us the map.
Ok only thing i can think of is that there is a brush there that you cant see somehow. I mean if there are no error messages than what in the holy heck are you supposed to do? Ok so stay with me here you open the door but the portal thinks the room is still sealed. So me thinks there is an evil invisible brush there that is keeping the portal from opening up the next room. I wish i knew more about what is happening to help but i just cant put it together enough to give you and answer.
Can you show us the logs? I mean is there really no errors what so ever?
Frame
Posted: Sun Feb 22, 2004 5:18 pm
by tltrude
The problem is solved, thanks to everyone's help! It was the complex framework around each door. For the last one, I just turned the entire frame (both sides of the door) into caulk and retextured the faces players well see. All the doors work great now!
Thanks again everyone!!!
Posted: Sun Feb 22, 2004 8:13 pm
by crunch
Glad to hear that it is fixed. It's annoying when a simple thing becomes a time-consuming issue while mapping. Especially when the console tells you nothing of the problem.
Good job, Tom. I'm sure Vampir will be happy too!
