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areaportals

Posted: Wed Nov 29, 2006 3:10 am
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?

Posted: Wed Nov 29, 2006 8:06 am
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?

Frame

Posted: Wed Nov 29, 2006 10:18 am
by tltrude
Sounds a lot like a problem I had.

/forum/viewtopic.php?t=6823

Posted: Wed Nov 29, 2006 4:20 pm
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.

Posted: Wed Nov 29, 2006 8:48 pm
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:

Posted: Wed Nov 29, 2006 9:28 pm
by neillomax
With the map loaded........ goto file/point file............ see a red line ?

Portals

Posted: Wed Nov 29, 2006 9:29 pm
by tltrude
I never overlap area portal brushes. I think they work best when they just seal the doorway opening.

Posted: Thu Nov 30, 2006 3:56 am
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.

Posted: Thu Nov 30, 2006 8:20 am
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.

Posted: Thu Nov 30, 2006 9:02 am
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

Posted: Thu Nov 30, 2006 5:42 pm
by bdbodger
No errors in console about area portals ?

Posted: Thu Nov 30, 2006 8:15 pm
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?

Posted: Thu Nov 30, 2006 8:44 pm
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.

Posted: Thu Nov 30, 2006 9:56 pm
by jv_map
What are you using the portal texture for? :?

vis

Posted: Thu Nov 30, 2006 11:02 pm
by tltrude
Can you post a vis compile log?

It should say how many areas it found.