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door portals playing up
Posted: Fri Aug 06, 2004 6:26 am
by fuhrer
ive read thru the problem tom had on another post but i thought id start a new one,
basically i cant see thru the portals when i open the door, all i see is black. And from one side i cant see the doors, just black, ive tried everything i can think of, theres no leaks ive re done all the doors and portals and retextured the frames as tom did but the portals are still buggered
not all the portals are doing it tho and im struggling to find a common fault with any of them, no compiling or console errors

frame
Posted: Fri Aug 06, 2004 11:20 am
by tltrude
Yes, area portals can be difficult sometimes. You open a door and the portal does not open, then you open another door in the same room and the first portal opens, doh!
One thing you can try is opening the portal by scripting. The door has to have a targetname for that.
$mydoor openportal
I don't know why you see black. You should see the hall-of-mirrors effect if a portal does not open. The area brush should not be part of the func_door entitiy--it is just a worldspawn brush with "area" texture.
Posted: Fri Aug 06, 2004 12:50 pm
by fuhrer
everything is black except for the other doors with portals, u can see them thru the door but nothing else, ive redone them twice and im getting the same problem, they aint part of the door, ill try doin it with script but tom did u say something in the post u made a while ago about complex door frames?
i have 2 doors identical one above the other on diff floors, same frames doors textures, one is fine the other is not

complex
Posted: Fri Aug 06, 2004 4:23 pm
by tltrude
The door frames in Gotterdammerung were very complex because they had rounded openings and pockets in the walls and ceilings. What fixed the problem was recaulking all the frame brushes. To do that, I lifted the doors and their frames up into the clear to work on them.
Make sure you don't have "blank_lightmap" instead of caulk on any of the brushes too.
Posted: Fri Aug 06, 2004 8:00 pm
by fuhrer
yeah my door frames are just 3 brushes very simple, i re caulked and textured em anyway no good, would compiling at full vis help? please say no coz mbuilder estimated 7 hours for vis alone n i dont wan do that yet to find it dont help. best i can think of is use manual vis for some areas or just leave it all drawn.
Posted: Sat Aug 07, 2004 2:53 am
by seere
hmm odd problem you got there...tom wwill probably help you more than i can but what i can say with some confidence is that area portals do work when compiling with fast vis so that isnt the issue.
Think you may have to send your .map file to some1 trusted m8.
Seere.
test
Posted: Sat Aug 07, 2004 3:18 am
by tltrude
True, full vis will not make a difference. Have you tried making a test map? If you filter out detail, patches, and anything else that has nothing to do with the areas, you can copy what is left to a new map for testing.
I am still wondering why you see black and not the hall-of-mirrors. Do you have farplane_color set to black?
Posted: Tue Aug 10, 2004 12:22 am
by fuhrer
farplane? dont use one, n ive made the test map i thoguht it had fixed it coz the first door i went thru was fine but the rest are still broken so ive delted the portals compiled and im in the process of putting them back in. only thing i can think of to remove them all and start over.
hmmm
Posted: Tue Aug 10, 2004 12:54 am
by tltrude
Well, I hope you get it working because the performance boost is really worth the time and effort. If that test map is not to big, maybe you can send it to me--never hurt to have more eyes looking at a problem.