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Unvision

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I'm working on a CS:S map, and I'm having serious optimization problems. I can't get area_portals to work, even though I've done it before with no problems with Deathmatch maps - maybe I'm doing something wrong and have just forgotten how. Basically, it says they're not dividing two areas and whenever I look at them it's as though I'm looking at a NODRAW textured brush. Any ideas?

Secondly, even though the map was designed with things being divided up (lots of corners, hallways, etc.) it draws every inch of the map all the time - props and brushes.

I've never had problems optimizing things before, so I'm kinda confused as to what I'm doing wrong, or if things are just different in CS:S than in DM.
 
1) See if you can load a pointfile. That should show you your problem
2) Did you ompile with VIS?
 
1) ... not sure how to do this, or even what it is.
2) Yes.
 
Nevermind... found what you were talking about. Thanks.

That explains why GLView wasn't working.... much easier to optimize now.

EDIT: Reverse that - leaks weren't the issue. Area portals still not working, same symptoms. Any other suggestions?

EDIT 2: I should mention that they "work" - they appear to be clipping the geometry behind them and seperating the rooms, they just look really weird.
 
nodraw? IIRC (I haven't used them yet :p) they should not have nodraw surfaces. Mmhmm.

verc link
--"One somewhat non-intuitive aspect of areaportals is that they are volumes, not surfaces. When using them, usually you want to make a very thin brush (1 unit wide) and make sure that all faces of an areaportal brush use the tools\toolsareaportal material."

This might be your problem?? Wait, you said they worked in hl2 dm tho... Huh. So they just look like 'nodraw' textures you mean? Like, you can see through them?

Re: Pointfile
source: Leaks Explained

"
The compile tools provide you with a pointfile to help you locate the leak. A pointfile is a file generated by vbsp that draws a line between the void of the map to the entity it found during the leak check. After receiving a leak error in vbsp, a <mapname>.lin file will be created in the same directory as your .vmf map file.
Loading a Pointfile

The pointfile can be loaded into the Hammer Editor to show you precisely where the leak is inside the level. To load a pointfile for the level, use the 'Load Pointfile' command in the Map menu.

Using this visual aid, you can find the source of the leak by following the red line to the outside of the level. It's best to start at the entity specified in the vbsp error message, and then follow the line until you find the gap in the geometry. Close the gap and recompile the level to see if you have fixed the leak.
Finding the Endpoint

If you're having trouble locating the start entity, you can use the Go to Coordinates command on the View menu to find the entity and the start of the pointfile line. Simply enter the coordinates given by vbsp for the entity location, and the 2D and 3D views will be centered on that location. Follow the line to find your leak.
"
 
Okay, now with screenshots - it's not quite the "nodraw" looking thing... it's like this:

 
Ah, the void. I see. Well, if you're leak-free and have all brush faces mapped with the areaportal texture, I dunno. GL. =\
 
Make sure to set the initial state to open if your not using them for doors, as in the usable ones that block off a room.
 
Pointfile

So is that to say that if you don't have any leaks, you won't have a pointfile? Or in other words, you only get a pointfile if you compile and have a leak in your map?
 
I think you always have a pointfile, it's just not always filled with something. Correct me if I'm wrong.
 
Okay, well then, my pointfile is gone. I can't find it anywhere.
 
Map - Load pointfile. You're not supposed to "find it", it's suppsoed to be in your mapsrc..
 
Dead-Inside said:
Map - Load pointfile. You're not supposed to "find it", it's suppsoed to be in your mapsrc..

ROFL...That's my point, it's not there!! And since it is not there, I did a search for it and can't find it. :LOL:
 
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