Compilation errors
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 areasBrush 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.
anyway, it shows me I have a leaked entity - func_door, but now to find the leak...
Now the map compiles fine, thanx again
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!
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.
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?
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.
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.
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.
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.
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!
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.
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.