Area Portal Map Bug

Quote from Gemarakup on January 18, 2013, 9:03 amWhen I run my map, it closes down Portal 2 and shows a dialogue saying something like: engineerror> numportals or whatever similar. I tried deleting area portals but it doesn't help.
When I run my map, it closes down Portal 2 and shows a dialogue saying something like: engineerror> numportals or whatever similar. I tried deleting area portals but it doesn't help.

Quote from josepezdj on January 18, 2013, 11:19 amWhat exactly is the engine error? Numportals > areportals or what? If so, you should be having yellow warning messages in the compile too, telling you that your areaportals don't touch 2 faces. Maybe you haven't sealed the rooms properly and your areaportals are leaking. Bare in mind that a func_brush or a func_detail don't seal an area, and areaportals need sealed areas to do their work... Are you sure you have deleted all areaportals and the problem is still there?
What exactly is the engine error? Numportals > areportals or what? If so, you should be having yellow warning messages in the compile too, telling you that your areaportals don't touch 2 faces. Maybe you haven't sealed the rooms properly and your areaportals are leaking. Bare in mind that a func_brush or a func_detail don't seal an area, and areaportals need sealed areas to do their work... Are you sure you have deleted all areaportals and the problem is still there?

Quote from ChickenMobile on January 19, 2013, 6:35 amThis is a problem to do with leaking of your area portals. Area portals should be closed off to each other otherwise it will leak and cause errors like the one you have.
This error could also be caused by you tying a displacement to an entity, however technically the map shouldn't even compile if this is the case.
Fix 1:
visgroup2.pngHide everything but "world geometry" inside the visgroups -> auto tab and add a spawn point. Compile your map.
If it leaks, this is the problem.
Fix 2:
visgroup1.pngHide all your area portals inside the visgroups -> auto tab and try to compile.
If it doesn't leak, it is an areaportal problem.
This is a problem to do with leaking of your area portals. Area portals should be closed off to each other otherwise it will leak and cause errors like the one you have.
This error could also be caused by you tying a displacement to an entity, however technically the map shouldn't even compile if this is the case.
Fix 1:
Hide everything but "world geometry" inside the visgroups -> auto tab and add a spawn point. Compile your map.
If it leaks, this is the problem.
Fix 2:
Hide all your area portals inside the visgroups -> auto tab and try to compile.
If it doesn't leak, it is an areaportal problem.

Quote from Gemarakup on January 19, 2013, 11:13 amWell the rooms are sealed properly because this map is already released, and I am fixing nothing to do with the sealing walls. I only deleted some areaportals because I still need the optimization, but if I need to completely recreate them I will. What I need is that the areaportals need to be touching each other or should I just do this visgroup thing?
Well the rooms are sealed properly because this map is already released, and I am fixing nothing to do with the sealing walls. I only deleted some areaportals because I still need the optimization, but if I need to completely recreate them I will. What I need is that the areaportals need to be touching each other or should I just do this visgroup thing?



Quote from ChickenMobile on January 20, 2013, 9:42 amOk, you are an idiot.
Your whole chamber is made out of func_detail. Of course you are getting areaportal leaks and crashes.
What I find funny is what should be func_detail are not (like the door frames).whatareyouthinking.pngPlease read the wiki article on func_detail and this nifty tutorial about areaportals.
Area portals must be sealed to one area otherwise they will leak. Loading the pointfile when it leaks will draw a red line from the area-portal to the other side of the same area portal.
Ok, you are an idiot.
Your whole chamber is made out of func_detail. Of course you are getting areaportal leaks and crashes.
What I find funny is what should be func_detail are not (like the door frames).
Please read the wiki article on func_detail and this nifty tutorial about areaportals.
Area portals must be sealed to one area otherwise they will leak. Loading the pointfile when it leaks will draw a red line from the area-portal to the other side of the same area portal.

Quote from Gemarakup on January 20, 2013, 9:46 amNot the whole thing, the walls that outside walls are regular brushes. If you're saying that areaportals should be between non brush entities fine. It worked before. That's all I needed to know.
Not the whole thing, the walls that outside walls are regular brushes. If you're saying that areaportals should be between non brush entities fine. It worked before. That's all I needed to know.
Quote from FelixGriffin on January 20, 2013, 9:59 amShe's also trying to tell you that that's your optimization problem, since almost everything will be in one really big leaf, and that you need to FULLY seal leaves if you want areaportals to work. Just making the frames areound the areaportals into world brushes isn't going to help anything.
She's also trying to tell you that that's your optimization problem, since almost everything will be in one really big leaf, and that you need to FULLY seal leaves if you want areaportals to work. Just making the frames areound the areaportals into world brushes isn't going to help anything.

Quote from ChickenMobile on January 20, 2013, 10:20 amFelixGriffin wrote:She's also trying to tell you that that's your optimization problem, since almost everything will be in one really big leaf, and that you need to FULLY seal leaves if you want areaportals to work. Just making the frames areound the areaportals into world brushes isn't going to help anything.Incorrect about the big leaf, your map would be split up into multiple small leafs for absolutely no reason, decreasing performance and making compile times extremely longer. Probably for your map, a big box around everything might increase performance.
VVIS should always take around 0-4 seconds max - even for large maps.
- Code: Select all
4 threads
reading e:program files (x86)steamsteamappscommonportal 2sdk_contentmapstc_vitrified.bsp
reading e:program files (x86)steamsteamappscommonportal 2sdk_contentmapstc_vitrified.prt
277 portalclusters 691 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10
Optimized: 66 visible clusters (0.00%)
Total clusters visible: 25162
Average clusters visible: 90
Building PAS...
Average clusters audible: 180
visdatasize:18864 compressed from 22160
writing e:program files (x86)steamsteamappscommonportal 2sdk_contentmapstc_vitrified.bsp
1 second elapsedThe code above is from a compile log from my map tc_vitrified which is 10x (+) bigger than your map and 99x more complex.
But honestly your map would probably benefit more from no area portals whatsoever because it seems that you lack the concept of areaportals in the first place.
Read up on func_details and optimisation. There are probably a heap of tutorials on it.
Incorrect about the big leaf, your map would be split up into multiple small leafs for absolutely no reason, decreasing performance and making compile times extremely longer. Probably for your map, a big box around everything might increase performance.
VVIS should always take around 0-4 seconds max - even for large maps.
- Code: Select all
4 threads
reading e:program files (x86)steamsteamappscommonportal 2sdk_contentmapstc_vitrified.bsp
reading e:program files (x86)steamsteamappscommonportal 2sdk_contentmapstc_vitrified.prt
277 portalclusters 691 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10
Optimized: 66 visible clusters (0.00%)
Total clusters visible: 25162
Average clusters visible: 90
Building PAS...
Average clusters audible: 180
visdatasize:18864 compressed from 22160
writing e:program files (x86)steamsteamappscommonportal 2sdk_contentmapstc_vitrified.bsp
1 second elapsed
The code above is from a compile log from my map tc_vitrified which is 10x (+) bigger than your map and 99x more complex.
But honestly your map would probably benefit more from no area portals whatsoever because it seems that you lack the concept of areaportals in the first place.
Read up on func_details and optimisation. There are probably a heap of tutorials on it.