Error: Leaf (portal 5131) with too many portals...what do I do

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One_ar

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1752 portalclusters
6297 numportals
Leaf (portal 5131) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X to view the problem.

This is an Error I get when compiling map I've worked long and hard on....guess its to many portals...whatever that means...

The map works when I get this error, but the water doesn't work, and I don't have any other errors (that I can see) so I guess this error is the reason for the water not working properly..

I've tried to do what the error says, Use vbsp -glview to compile and then I've tried to use: glview.exe -portal -portalhighlight [gl-file i get from compiling with glview] that doesnt work, but when I try glview [gl-file] I can view the map, but I cant see the portal or leaf or whatever is wrong...so this doesnt help me

HELP!......do not want to remake the map from the beginning

(know this might be hard to read, from norway, so please be kind.....)
 
if you're generating a very complex vis, you may not have made enough of your brushes func_detail
 
so I should make some of my brushes to func_detail?

What type of brushes should i make to func_detail? (big, small, , detailed..or what?)


(thx for the help so far Neutron)
 
http://mapcore.net/forums/viewtopic.php?t=1163&postdays=0&postorder=asc&start=15

scroll down to the post with pictures. You may not be using models in the way that example is, but if you have anything of complexity, make that a func_detail UNLESS it seals an area or your whole level.

It's tricky to understand areas/zones. What you're going for is that, when you look at a wall, the game doesn't have to render everything on the other side of it. Essentially, when the level is split into areas, only the area your player is in is rendered UNLESS the other area is 'visible' via an areaportal. That's why you put area portals in small passageways. Spliting a giant empty room into two areas gains you nothing because, when facing that direction, your staring right at the areaportal, so the connected areas is rendered (which is good; you wouldn't want it to be invisible).
 
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