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Any help with portalling my map

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Created 9 years ago
by pcmodder
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I have tried to portal each window and door and any other point that can be seen through on my map however i keep getting the error ERROR: portal has the same cell on both sides, portal ignored.

After searching i see this error is because a room is not fully sealed but from what i can see i ahve sealed every part of the room that can be seen. So if anyone has any tips or suggestions on portalling a map ( my is is a medium / big in size )

Thanks
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I have tried to portal each window and door and any other point that can be seen through on my map however i keep getting the error ERROR: portal has the same cell on both sides, portal ignored.

After searching i see this error is because a room is not fully sealed but from what i can see i ahve sealed every part of the room that can be seen. So if anyone has any tips or suggestions on portalling a map ( my is is a medium / big in size )

Thanks

ok im not sure how your map is designed but when i do portaling i dont portal every single room i look at my layout and think of the best way to go about it. You can still portal your whole map without portaling every room!
Im not sure if other mappers portal the same way i do but when i start a map i build my map inside boxes for portaling reasons i find it so much easier and almost never get errors

THE WAY I PORTAL
EXAMPLE:i make a big square box and make it hollow. lets call that "square box 1" for this example!
 Square box 1 = portal area #1 and lets say i make three rooms inside "square box 1" Those 3 rooms now become part of portal area 1.
 Then i cut out a doorway in Square box 1 and portal it off and connect it to "square box #2"
 now lets say i make 2 large rooms inside "box #2". now those 2 rooms inside "box #2" become portal area 2 and so on.

now  if your player ingame is standing in area #2 then it will only render shit in that area, in this case it would be 2 large rooms! Everything in box 1 that your player cant see would disappear, in this case three rooms.
Thats kinda how i approach portaling but i sure most mapper have there own ways.

Now your maps is already made so what i wound do if i couldnt find that leak! i would make a box around that room or section and try and portal it off that way

or

Redo your walls in the room your having issues in and cut out your doorways ect using the cut tool. Now instead of deleting the brush that u cut out u want to make that brush a portal. This way it is air tight.










Last Edit: August 11, 2015, 11:18:43 am by thezombieproject
Marked as best answer by pcmodder 9 years ago
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a room is not fully sealed but from what i can see i ahve sealed

This is typically the issue. Either you have a portal with all yellow on all sides, which would do that, or leaks in the area you are sealing (cracks in structural brushes not meeting or overlapping)

 - 1st step in portalling is to filter out detail and non colliding brushes, and entities, and any other nodes or lights if you like.
    -If you do this and your walls or ceilings/floors are missing, then make those things structural brushes.
 - Portal brushes can not overlap structual brushes and must be against them or open to the room you are portalling. (open meaning the yellow side. The green/blue side is sealed/closed) If they are not against you get leaks. If the yellow side faces an area not portalled or sealed, you get leaks.
 - If structural brushes are not touching, you get leaks.
 - If you didn't use snap when making your map, you could run into difficult areas to portal with leaks and you can do these things:
    - You can redo the area, leaving the part you wish to delete, but instead make it a portal.
    - You can make a new brush, caulk texture, the aprox size of the opening with just a slight overlap, using snap to grid, into the open area, and then portal inside that instead. (caulk can be used like your structural brushes but not seen obviously) (don't use no draw)
 - If you do all this and it still causes issues, the next step I do is section off the areas with a caulk brush. You cover past floor and ceiling and walls and see which part your leak is in, isolating that area. Often it is just the floor or ceiling doesn't meet or a door way that is slightly off.

I've spent hours on one leak previously and these tricks have saved me a ton of time. Portalling after the map is made is time consuming. The best time is when you go to delete the part out, make it a portal brush, but many people continue to edit after the fact, and you still end up portalling after the map is made, unless you knew exactly what you were setting out to do from the start.
Last Edit: August 11, 2015, 02:17:19 pm by MakeCents
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Yes i made that mistake of not portalling until now ( mainly because i did not know it was necessary ) And i have to do the entire map . Thanks for the tips i will have a radiant session now get them all sorted.  Thanks for the detailed answers guys , they will help the next person with this problem too :)
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dont "always" need to do the whole map, Just areas where you really see FPS tanking ;)

however if the FPS drops everywhere, unfortunately you got a long job infront of you lol
Last Edit: August 11, 2015, 08:22:24 pm by Harry Bo21
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dont "always" need to do the whole map, Just areas where you really see FPS tanking ;)

however if the FPS drops everywhere, unfortunately you got a long job infront of you lol

On my pcs i get  very rare frame drops in the map , i have the steam FPS counter enabled. I Did not do a single portal when testing my map co op ( did not know i had to :)

SO upon the co op test i was told there was no portals and the map needed them. Now i am doing it i would want to make sure it is 100 % . I want to start my next map however i cannot leave this one until finished. I am in the process of making standard mod version the UGX version is rdy for release except for the portalling.

I also tried r_showportals 1 and some windows show up blue and some show nothing. I also recently added a hollow caulk box to the map . I think i made it all more difficult for myself doing by having to do these tasks now. NEXT MAP I PORTAL ROOM BY ROOM :)
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On my pcs i get  very rare frame drops in the map , i have the steam FPS counter enabled. I Did not do a single portal when testing my map co op ( did not know i had to :)

SO upon the co op test i was told there was no portals and the map needed them. Now i am doing it i would want to make sure it is 100 % . I want to start my next map however i cannot leave this one until finished. I am in the process of making standard mod version the UGX version is rdy for release except for the portalling.

I also tried r_showportals 1 and some windows show up blue and some show nothing. I also recently added a hollow caulk box to the map . I think i made it all more difficult for myself doing by having to do these tasks now. NEXT MAP I PORTAL ROOM BY ROOM :)
i tend to start with the sniper map, as most things are in it, and build up from there

doesnt help much with portaling granted, but does help you ensure your started properly ( caulk box, light grid, first zone etc )

 
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