NumPortal error
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Quote
Re: NumPortal error
Posted by Dark|Killer on Sat Oct 1st at 12:46pm 2005


Hey sup all,

Iv been sensing lag in my map, so i thought adding area portals will help, i added 6 area portals and compiled, but the map didnt open so i removed some and left 4..
And compiled, but the same thing happens, here are the pictures from hammer, it shows that everything looks fine...
1)
image
Red line is the areaportal and the black is the skybox intersection, i dont know whats the problem with that...
2)
image
Another brush copied from that other location in num1 and put it here, no porblems i think with that...
3)
image
Last 2 areaportals, 1 through a garage door, the other is with the door, both tied to door, and btw, that door isnt showing becuase i put entites off at the right area, so guys, whats the problem of the leak or what ever??
Compile log is down here please check it and help me...

Here is the compile log, i didnt understand the areportal errors, but well, maybe you can help me guys...plus look at the time it took to compile =(

** Executing...
** Command: "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdkbinvbsp.exe"
** Parameters: -game "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772half-life 2hl2" "E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772sourcesdk_contenthl2mapsrcthehauntedmansion01_2"

Valve Software - vbsp.exe (Jan 19 2005)
2 threads
materialPath: e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772half-life 2hl2materials
Loading E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772sourcesdk_contenthl2mapsrcthehauntedmansion01_2.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...Wrote E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772sourcesdk_contenthl2mapsrcthehauntedmansion01_2.lin

Brush 3926: areaportal brush doesn't touch two areas

Brush 3926: areaportal brush doesn't touch two areas

Brush 3926: areaportal brush doesn't touch two areas

Brush 3926: areaportal brush doesn't touch two areas

Brush 3899: areaportal brush doesn't touch two areas

Brush 3899: areaportal brush doesn't touch two areas

Brush 3899: areaportal brush doesn't touch two areas

Brush 3899: areaportal brush doesn't touch two areas

Brush 3926: areaportal brush doesn't touch two areas

Brush 3899: areaportal brush doesn't touch two areas

Brush 3899: areaportal brush doesn't touch two areas

Brush 3899: areaportal brush doesn't touch two areas

Brush 3899: areaportal brush doesn't touch two areas

Brush 3899: areaportal brush doesn't touch two areas

Brush 3899: areaportal brush doesn't touch two areas

Brush 3899: areaportal brush doesn't touch two areas

Brush 3899: areaportal brush doesn't touch two areas

Brush 3928: areaportal brush doesn't touch two areas

Brush 3883: areaportal brush doesn't touch two areas

Brush 3928: areaportal brush doesn't touch two areas

Brush 3883: areaportal brush doesn't touch two areas

Brush 3883: areaportal brush doesn't touch two areas

Brush 3883: areaportal brush doesn't touch two areas

Brush 3883: areaportal brush doesn't touch two areas

Brush 3928: areaportal brush doesn't touch two areas

Brush 3883: areaportal brush doesn't touch two areas

Brush 3883: areaportal brush doesn't touch two areas

Brush 3883: areaportal brush doesn't touch two areas

Brush 3883: areaportal brush doesn't touch two areas

Brush 3883: areaportal brush doesn't touch two areas

Brush 3883: areaportal brush doesn't touch two areas

Brush 3883: areaportal brush doesn't touch two areas

Brush 3883: areaportal brush doesn't touch two areas

Brush 3883: areaportal brush doesn't touch two areas

Brush 3883: areaportal brush doesn't touch two areas

Brush 3883: areaportal brush doesn't touch two areas

Brush 3883: areaportal brush doesn't touch two areas

Brush 3883: areaportal brush doesn't touch two areas

Brush 3883: areaportal brush doesn't touch two areas

Brush 3883: areaportal brush doesn't touch two areas

Brush 3883: areaportal brush doesn't touch two areas

Brush 3883: areaportal brush doesn't touch two areas

Brush 3883: areaportal brush doesn't touch two areas

Brush 3926: areaportal brush doesn't touch two areas

Brush 3899: areaportal brush doesn't touch two areas

Brush 3899: areaportal brush doesn't touch two areas

Brush 3926: areaportal brush doesn't touch two areas

Brush 3899: areaportal brush doesn't touch two areas

Brush 3899: areaportal brush doesn't touch two areas

Brush 3899: areaportal brush doesn't touch two areas

Brush 3899: areaportal brush doesn't touch two areas

Brush 3899: areaportal brush doesn't touch two areas

Brush 3899: areaportal brush doesn't touch two areas

Brush 3899: areaportal brush doesn't touch two areas

Brush 3926: areaportal brush doesn't touch two areas

Brush 3899: areaportal brush doesn't touch two areas

Brush 3899: areaportal brush doesn't touch two areas

Brush 3899: areaportal brush doesn't touch two areas

Brush 3899: areaportal brush doesn't touch two areas

Brush 4784: areaportal brush doesn't touch two areas

Brush 4739: areaportal brush doesn't touch two areas

Brush 3928: areaportal brush doesn't touch two areas

Brush 3883: areaportal brush doesn't touch two areas
done (1)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 444 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772sourcesdk_contenthl2mapsrcthehauntedmansion01_2.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_day01_09...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2.....1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (2) (1836336 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (5562996 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772sourcesdk_contenthl2mapsrcthehauntedmansion01_2.bsp
38 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 12

** Executing...
** Command: "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdkbinvvis.exe"
** Parameters: -game "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772half-life 2hl2" "E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772sourcesdk_contenthl2mapsrcthehauntedmansion01_2"

Valve Software - vvis.exe (Dec 15 2004)
2 threads
reading e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdk_contenthl2mapsrcthehauntedmansion01_2.bsp
reading e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdk_contenthl2mapsrcthehauntedmansion01_2.prt
1028 portalclusters
3515 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (5)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (4842)
WARNING: Cluster portals saw into cluster
Optimized: 3776 visible clusters (0.00%)
Total clusters visible: 388491
Average clusters visible: 377
Building PAS...
Average clusters audible: 686
visdatasize:196930 compressed from 279616
writing e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdk_contenthl2mapsrcthehauntedmansion01_2.bsp
1 hour, 20 minutes, 49 seconds elapsed

** Executing...
** Command: "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdkbinvrad.exe"
** Parameters: -game "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772half-life 2hl2" "E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772sourcesdk_contenthl2mapsrcthehauntedmansion01_2"

Valve Software - vrad.exe (Mar 8 2005)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdk_contenthl2mapsrcthehauntedmansion01_2.bsp
4261 faces
1 degenerate faces
1060622 square feet [152729584.00 square inches]
155 displacements
61668 square feet [8880322.00 square inches]
4260 patches before subdivision
63030 patches after subdivision
72 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (189)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (63)
transfers 3009013, max 279
transfer lists: 23.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(101577, 122667, 86279)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(11198, 12717, 7650)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(1441, 1637, 879)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(209, 251, 126)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(35, 44, 20)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(8, 11, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(2, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(0, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.1872 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (19)
FinalLightFace Done
Ready to Finish
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
10 of 10 (100% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 29/1024 1392/49152 ( 2.8%)
brushes 538/8192 6456/98304 ( 6.6%)
brushsides 4615/65536 36920/524288 ( 7.0%)
planes 6912/65536 138240/1310720 (10.5%)
vertexes 8724/65536 104688/786432 (13.3%)
nodes 2107/65536 67424/2097152 ( 3.2%)
texinfos 1337/12288 96264/884736 (10.9%)
texdata 269/2048 8608/65536 (13.1%)
dispinfos 155/0 27280/0 ( 0.0%)
disp_verts 15003/0 300060/0 ( 0.0%)
disp_tris 24448/0 48896/0 ( 0.0%)
disp_lmsamples 134656/0 134656/0 ( 0.0%)
faces 4261/65536 238616/3670016 ( 6.5%)
origfaces 2308/65536 129248/3670016 ( 3.5%)
leaves 2137/65536 119672/3670016 ( 3.3%)
leaffaces 5340/65536 10680/131072 ( 8.1%)
leafbrushes 2402/65536 4804/131072 ( 3.7%)
surfedges 29943/512000 119772/2048000 ( 5.8%)
edges 17053/256000 68212/1024000 ( 6.7%)
worldlights 72/8192 6336/720896 ( 0.9%)
waterstrips 362/32768 3620/327680 ( 1.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6219/65536 12438/131072 ( 9.5%)
cubemapsamples 48/1024 768/16384 ( 4.7%)
overlays 14/512 4928/180224 ( 2.7%)
lightdata [variable] 6051152/0 ( 0.0%)
visdata [variable] 196930/16777216 ( 1.2%)
entdata [variable] 62631/393216 (15.9%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/9168 ( 0.0%)
dtl prp lght [variable] 1/39 ( 2.6%)
static props [variable] 1/4318 ( 0.0%)
pakfile [variable] 475886/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 1836336/4194304 (43.8%)
==== Total Win32 BSP file data space used: 10312916 bytes ====

Linux Specific Data:
physicssurface [variable] 5562996/6291456 (88.4%) VERY FULL!
==== Total Linux BSP file data space used: 14039576 bytes ====

Total triangle count: 11745
Writing e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdk_contenthl2mapsrcthehauntedmansion01_2.bsp
4 minutes, 43 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772sourcesdk_contenthl2mapsrcthehauntedmansion01_2.bsp" "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772half-life 2hl2mapsthehauntedmansion01_2.bsp"

Last Notes:
  • I found out that brushes in the skybox descending down to the areaportal were accidently put to areaportal, FIXED !!
  • 2 areaportals where below the skybox descending down FIXED !!
  • I cant see any problems with the door and the garage door's areaportal, its touching all 4 points tightly...
  • I cant figure out how to reduce the compiling time, which i really want to know !!



.::Dark|Masta::. - One name. One legend.



Quote
Re: NumPortal error
Posted by Madedog on Sat Oct 1st at 3:39pm 2005


huh :o
I can't figure out what made you create a huge areaportal in middle of skybox but... it's not how these things go! Oh no, no, no!
Areaportal is a thing that is used in DOORframes! When door is closed, the areaportal is closed (you set it up in the output tabs...) and when the door is opened, so is the areaportal. Another thing would be to make an areaportalwindow, in which case you need to have a WINDOW covering the area...

I'm not telling that you are stupid.. you are just inexperienced in areaportals.. that's all.. if you want to optimize the map, fire it away to my garden, I feel that I'd need to optimize something.



HL2 tutorials 'n' stuff: http://madedog.pri.ee
217.159.236.34:27050 - CSS Server - Clean | koffer.ee



Quote
Re: NumPortal error
Posted by Crono on Sat Oct 1st at 5:38pm 2005


You reduce the compiling time by fixing the area portal, it wont say there's a problem if there isn't one, you should know.

This makes sense, since Vis is what's taking so long. And that's all area portals deal with ... it's placed improperly making vis do some intensive calculations (creating more leafs then what is needed) and this would make it take much longer.

But, go through making sure all the brushes are snug inside whatever portal area you want. And if it still does it, deleting the brush and making it again seems to solve a lot in hammer.

But as madedog said ... area portals are used for small openings. It looks like, you were trying to split your map with them, which creates new leafs. Look up the specifics of the entity on hl2 world or Valve's Wiki and it'll tell you just what you want to use it for.



Blame it on Microsoft, God does.



Quote
Re: NumPortal error
Posted by Dark_Kilauea on Sat Oct 1st at 10:09pm 2005


It looks like your trying to use area portals to split vis leafs. You should use hints for this (tools/hint).

Until Later...



Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/



Quote
Re: NumPortal error
Posted by omegaslayer on Sun Oct 2nd at 2:42am 2005


? quote:
It looks like your trying to use area portals to split vis leafs. You should use hints for this (tools/hint).

Until Later...

-until later part, I concur witht his statement. Read some tutorials on how to use are portals and hint brushes first, because in those first two shots is a total incorrect use of area portals. They arent meant to do that in that big of an open space.






Quote
Re: NumPortal error
Posted by Dark_Kilauea on Sun Oct 2nd at 5:19am 2005


I think you missunderstood the until later part. I almost always put that at the end of my posts, just I thing I do I guess.



Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/



Quote
Re: NumPortal error
Posted by Dark|Killer on Sun Oct 2nd at 11:45am 2005


Yeh guys i think i maybe a noob for this area portal stuff, but when i decompiled cs_assualt, hey used 2 areaportals in open spaces...I dont know how but i thought that this is how it works, well i fixed it now, i removed the areaportals but kept the ones on the door, but uhh, it didnt work,i put mat_wirefram, and i still can see whats behind the door = why is that??
And one more thing, about the hint brushes, i removed them from my map since they reduced 20 mins of my compiling time...
But ill try puting them back and ill see what happen
Ill post pics too...




.::Dark|Masta::. - One name. One legend.



Quote
Re: NumPortal error
Posted by Dark_Kilauea on Sun Oct 2nd at 10:08pm 2005


Make sure you have Name of Linked door set to the name of your door. The area portal most also be the size of the door frame and touch both sides outside the door.

If there is any gab, the areaportal will fail.

Hope this helps.

Until Later...



Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/



Quote
Re: NumPortal error
Posted by MeanDroneFrog on Mon Oct 3rd at 9:10am 2005


http://www.student.kun.nl/rvanhoorn/Optimization.htm


Frodo Greenman
www.halfwit-2.com



Quote
Re: NumPortal error
Posted by omegaslayer on Wed Oct 5th at 6:43pm 2005


? quote:
Yeh guys i think i maybe a noob for this area portal stuff, but when i decompiled cs_assualt, hey used 2 areaportals in open spaces...I dont know how but i thought that this is how it works, well i fixed it now, i removed the areaportals but kept the ones on the door, but uhh, it didnt work,i put mat_wirefram, and i still can see whats behind the door = why is that??
And one more thing, about the hint brushes, i removed them from my map since they reduced 20 mins of my compiling time...
But ill try puting them back and ill see what happen
Ill post pics too...


You need to set the view distance, up close it wont work, because it will draw whats in there, but set it to a begin fade at 128 or 64 and you'll see it slowly transition away.
On the subject of decopiling: you should only use it to gain knowlege about entites, nothing else. While the newest version can do displacements and brushes, it still has a hard time with the original brush that was used for Displacements, Occluders, and area portals.






Quote
Re: NumPortal error
Posted by Dark|Killer on Sun Oct 9th at 12:20pm 2005


? quote:

You need to set the view distance, up close it wont work, because it will draw whats in there, but set it to a begin fade at 128 or 64 and you'll see it slowly transition away.


Hey omega, i just checked this thing again, but i really wanted to make it more clear, the distancefading thing is only for areaportal window, and if i want to put an areaportal in lare opening areas, there are no windows to complete the areaportal settings...
Please explain to me how to use areaportals other than small openings, for i have found the correct way to use areaportals in small areas <img src=" SRC="images/smiles/icon_biggrin.gif">

Please reply

-Dark|Masta




.::Dark|Masta::. - One name. One legend.



Quote
Re: NumPortal error
Posted by omegaslayer on Sun Oct 9th at 11:47pm 2005


Area portals should only be used to separate small portions of the map form the big ones (eg: a house in a large out door map), other wise there isnt much you can use with area portals in large areas. Thats where LOD fog comes in handly. Have you tired looking into that?
PS: only use windows, the only time you use doors is if you want to turn the area portal on and off based on whether a door is open or not.







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