Compilation errors

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Mek
459 Posts
Posted May 31, 2008
During the first stage of compilation, the following pops up: > Quote:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (128.0 1024.0 248.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...
Brush 18645: areaportal brush doesn't touch two areas

Brush 21440: areaportal brush doesn't touch two areas

I don't have a clue what the first might mean, and there are more of these errors. There is nothing on the coordinates the errors show.
The second error is something about areaportals. I don't know what might be wrong as the areaportals ARE touching two areas, checked it twice. Or I might be using them in a wrong way? I haven't used them before. See the attachment and pls tell me if anything is wrong. The areaportal brush is 2 units thick.

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Doomsday192
371 Posts
Posted May 31, 2008
Replied 3 minutes later

http://developer.valvesoftware.com/wiki/Leak

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Mek
459 Posts
Posted May 31, 2008
Replied 3 minutes later
oh, well, I know what a leak is
anyway, it shows me I have a leaked entity - func_door, but now to find the leak...
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Hurricaaane
189 Posts
Posted May 31, 2008
Replied 3 minutes later
Load the pointfile and follow the line. More information on valve developer.
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Doomsday192
371 Posts
Posted May 31, 2008
Replied 1 minute later
Map>Load Pointfile
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Mek
459 Posts
Posted May 31, 2008
Replied 24 minutes later
I see, I see, thank you all, I have fixed many leaks, the problem was in origin points of func_door entities, they were in the void and I didn't see it.
Now the map compiles fine, thanx again
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Duffers
474 Posts
Posted May 31, 2008
Replied 46 minutes later
For future reference, hint brushes work better than areaportals.
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msleeper
4,095 Posts
Admin
Posted May 31, 2008
Replied 1 hour later

Duffedwaffe wrote:
For future reference, hint brushes work better than areaportals.

This statement is not even close to true. Do you even know what Areaportals do, or rather, how they are supposed to be used? Hint brushes help when compiling and running BSP and VIS, Areaportals are for in-game rendering optimization. BIG DIFFERENCE!

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Remmiz
631 Posts
Posted May 31, 2008
Replied 1 hour later

msleeper wrote:
This statement is not even close to true. Do you even know what Areaportals do, or rather, how they are supposed to be used? Hint brushes help when compiling and running BSP and VIS, Areaportals are for in-game rendering optimization. BIG DIFFERENCE!

You are both wrong.

http://developer.valvesoftware.com/wiki ... pile_Times

hint/skip is used to split visleafs - which control what is rendered based on your location in them. hint/skip also decreases compile time if used to reduce the amount of visleafs (like in a rounded room or something with complex brush work)

areaportals are like hint/skip but can be turned on and off during map run. they act as a doorway, hiding anything behind it if turned on.

both can increase performance during compiling and during run time, if used properly.

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Nameless
34 Posts
Posted May 31, 2008
Replied 1 hour later
could someone write a wiki tutorial on our wiki to help demonstrate when, where and how to set up hint, skip and area portal brushes?

the valve wiki gives some information on setting them up but I still have no idea how to make the most use out of them, for area portals should i create triggers to toggle them? or just leave them alone?

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msleeper
4,095 Posts
Admin
Posted May 31, 2008
Replied 31 minutes later
While yes, areaportals do increase the number of visleaves that are created, that's not their purpose. They are used to enable or disable the rendering of sections of a map. Perfect example is in HL2, in the train station right before you open the doors to see the citadel. Turn on developer drawing of all brushes and you will see NOTHING rendered outside - until you open the door, when all of the outdoor area is suddenly switched on.
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Megadude
154 Posts
Posted May 31, 2008
Replied 6 minutes later

Nameless wrote:
could someone write a wiki tutorial on our wiki to help demonstrate when, where and how to set up hint, skip and area portal brushes?

the valve wiki gives some information on setting them up but I still have no idea how to make the most use out of them, for area portals should i create triggers to toggle them? or just leave them alone?

The Valve Wiki gives a huge amount of info on hint and skip brushes and areaportals. That's all there is to know on the subject. Just follow the info and use a bit of trial and error to get what works the besy for your particular map.

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MrTwoVideoCards
584 Posts
Posted May 31, 2008
Replied 1 hour later

Remmiz wrote:
You are both wrong.

http://developer.valvesoftware.com/wiki ... pile_Times

hint/skip is used to split visleafs - which control what is rendered based on your location in them. hint/skip also increases complile time if used to reduce the amount of visleafs (like in a rounded room or something with complex brush work)

areaportals are like hint/skip but can be turned on and off during map run. they act as a doorway, hiding anything behind it if turned on.

both can increase performance during compiling and during run time, if used properly.

IT never increases Compile time, you must be doing it wrong, as it lowers compile time. Due to the Less VisLeafs. Secondly, an always open Portal is better than a closed Portal. Why? It only renders what's in the players view cone. IMO areaportals are the new Hint/skip. However, they are part of their own lump, and therefore are limited by the amount in a single view, and the bsp initial size for them.

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MrTwoVideoCards
584 Posts
Posted May 31, 2008
Replied 2 minutes later

Nameless wrote:
could someone write a wiki tutorial on our wiki to help demonstrate when, where and how to set up hint, skip and area portal brushes?

the valve wiki gives some information on setting them up but I still have no idea how to make the most use out of them, for area portals should i create triggers to toggle them? or just leave them alone?

Sorry for the second post, but Look at it this way, a square room, makes a square Visleaf, place a hint, and now you most likely have Two, Visleafs. Try doing this, and then running glView.

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Remmiz
631 Posts
Posted May 31, 2008
Replied 26 minutes later

MrTwoVideoCards wrote:
IT never increases Compile time, you must be doing it wrong, as it lowers compile time. Due to the Less VisLeafs. Secondly, an always open Portal is better than a closed Portal. Why? It only renders what's in the players view cone. IMO areaportals are the new Hint/skip. However, they are part of their own lump, and therefore are limited by the amount in a single view, and the bsp initial size for them.

I mean decrease, my bad. areaportals have their limited uses and are no better than hint/skip in situations. Each has their own use. Regarding Portal, hint/skips are most likely going to be used a lot more than areaportals as most levels are rooms connected to rooms which is best suited for hints and controlling visleafs.

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taco
504 Posts
Posted May 31, 2008
Replied 55 minutes later
Unless of course you a cutting up rectangular vis leaves using angled hint brushes, then you will be increasing your compile time.
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msleeper
4,095 Posts
Admin
Posted Jun 01, 2008
Replied 36 minutes later

Nameless wrote:
could someone write a wiki tutorial on our wiki to help demonstrate when, where and how to set up hint, skip and area portal brushes?

No. Our wiki is for Portal-specific mapping techniques, hints and areaportals are not Portal-specific, something like this belongs on the Valve wiki or another user site such as Interlopers.

Remmiz wrote:
I mean decrease, my bad. areaportals have their limited uses and are no better than hint/skip in situations. Each has their own use. Regarding Portal, hint/skips are most likely going to be used a lot more than areaportals as most levels are rooms connected to rooms which is best suited for hints and controlling visleafs.

Remmiz, you are completely wrong about this. Yes, areaportals do have the byproduct of cutting up visleaves, but that is by no means their purpose or reason to exist! It's a side effect, not the reason to use them! You use them to forcibly control rendering, hint brushes allow you to forcibly control the VVIS process.

I hope you see the huge difference there!

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Remmiz
631 Posts
Posted Jun 01, 2008
Replied 56 minutes later

msleeper wrote:
Remmiz, you are completely wrong about this. Yes, areaportals do have the byproduct of cutting up visleaves, but that is by no means their purpose or reason to exist! It's a side effect, not the reason to use them! You use them to forcibly control rendering, hint brushes allow you to forcibly control the VVIS process.

I hope you see the huge difference there!

...did you even read my first post?

Quote:
areaportals are like hint/skip but can be turned on and off during map run. they act as a doorway, hiding anything behind it if turned on.

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msleeper
4,095 Posts
Admin
Posted Jun 01, 2008
Replied 1 hour later
Yes I did, it's just the fact that you refer to them "like hint brushes but". They're not at all like hint brushes, they just happen to have a side effect that produces similar results.
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Remmiz
631 Posts
Posted Jun 01, 2008
Replied 11 hours later
Okay, let me clear this up for you.

Hint/Skip brushes - split visleaf at thier location. It's the only thing they do.
Areaportals - split visleaf at their location and can also be turned on/off to hide everything behind them.

Appears to me that areaportals do everything a hint/skip brush does along with extras. That makes them pretty alike in my opinion.