I have a map with a sewer system that functions very similarly to the tunnels in CS_MILITIA, where one end of the underground tunnel is near the spawn, there are muliple exits in the middle of the tunnel, and the other end comes out behind the opponent's spawn. This means that the sewers touch most of areas of the map.
Using mat_wireframe, I can see that the sewers are rendering almost all the time, despite the fact that they should almost never be visible.
When I close the sewers in with area portals, I get a set of errors for each func_areaportal, saying that it "doesn't touch two areas". There is a .LIN file created.
If I follow the .LIN file, it makes a complete circuit of the map. It crosses into one sewer entry, and out of another sewer entry, both of which have area portals covering them. (and therefore, I don't understand the algorithm like I thought I did.)
Is it possible that there is a volume limit to the size of any area covered by an area portal, and once you use an area portal, you have to manage the space around them?
The map doesn't have leaks. The areaportals to not cross water. They are covered on all sides by the areaportal texture. They all snugly fit in rectangular openings that are on the grid. They are all func_areaportal, set to Always Open. When the map renders, despite the "Open" setting, the areaportals are transparent, and show through to void, although once you cross through them they work fine.
I've used hint brushes, and they do not stop vis from rendering the sewers despite the fact that they are never visible except under very specific conditions.
Thanks in advance for any help.
(I wish we could prune the VIS tree the same way we make mods to the NAV tree. It would be difficult, but interesting. And it would give us the control we need over our maps.)
[edit: changed On to Open)


