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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Portal error...

Author Topic: Portal error... (7 messages, Page 1 of 1)
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maxp90
Joined: Jul 30, 2013


Posted: Aug 5, 2013 01:35 PM    Msg. 1 of 7       
I need to build portals.

Right
http://s23.postimg.org/shy26fwt7/portals1.png


Left
http://s24.postimg.org/h8no6pj1h/portals2.png


Top
http://s18.postimg.org/oeossuzh5/portals3.png

The two surfaces (horizontales and verticales) are ''attach'' together, but i didnt ''wield'' each vertex together (pic 3).

When I export, tool gives me this:
### WARNING unearthed edge (magenta boxed lines)
### ERROR: portal does not define two closed spaces. (see yellow in error geometry)

I looked up what this means, and It says I didnt stretch my planes outside my geometry. But this is the case! (look on the pics).

Someone know whats the problem pleasee??

thanks!


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Aug 5, 2013 06:48 PM    Msg. 2 of 7       
### ERROR: portal does not define two closed spaces. (see yellow in error geometry)

Import debug.wrl and see yellow for error.

Your portals are outside the map/do not enclose part of the map


maxp90
Joined: Jul 30, 2013


Posted: Aug 20, 2013 08:27 PM    Msg. 3 of 7       
Can someone tell me how to fix this problem?
I made a new portal, like the one in the pics, but I welded the corners. So its in one piece, but i still have the same error.


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Aug 20, 2013 08:39 PM    Msg. 4 of 7       
do you have +exact portals in the map too?
normal +portals have to be within the sealed geometry and just past the edge of the skybox and terrain (that's if your maps sky is part of the terrain and not a skybox around it) if it was a skybox around your map then they have to go past the skybox on all edges, north, south, east and west.

there are times when +portals can make +exact portals have errors.

also take a look at your 3rd image named Top, you have portals left and right, which are running north to south, they aren't within any sealed geometry on your bsp,
and all the portals go far beyond the skybox than what they should.
import your *name of map.wrl and see the yellow markers which show your problems.

edit: also select all the portal verts while in editable poly mode and hit the weld button with small square on it, then hit apply and okay.
Edited by ally on Aug 20, 2013 at 08:41 PM
Edited by ally on Aug 20, 2013 at 09:32 PM


maxp90
Joined: Jul 30, 2013


Posted: Sep 2, 2013 07:28 PM    Msg. 5 of 7       
sorr for the delay

No i dont have any +exact portal in my map (its for teleporter right?)
You mentionned that my portal is off the limit of the map and this is not correct. Well I made this cause I followed the hek tutorial files and thats how they did.
I will try to reduce the +portal structure and place it inside the level.


One more question about portal: Is the presence portal means that I can have 60 000 face and this will not make lag the map in game?


thanks guys! :)


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Sep 3, 2013 01:01 PM    Msg. 6 of 7       
More or less (I think). As I understand it, portals serve as definitive means to dissect your BSP into more manageable pieces for rendering (think chunks from Minecraft). Each "chunk" is called a node (or is it leaf?). Any node/leaf visible given the player's camera position and orientation is rendered. Otherwise, it is not rendered. As the camera moves, the visible nodes/leaves change to reflect the current view, rendering any new nodes/leaves coming into view and disposing of those that are no longer visible.

There's undoubtedly a bunch more technical work going on with portals (portals also define how weather, fog, sound, and other effects are computed), but what I said above strikes me as the most important. No reason to draw 60,000 polys when only 10,000 of them are visible.

Exactportals can be used for teleporters, but more commonly they are used to precisely define portal boundaries using existing BSP topology. Whereas regular portals can be simple planes that may not align with edges in your BSP, exactportals MUST exactly align with existing edges in your BSP. They are almost like a door, attached to some portion of your BSP, say a hallway entrance or a doorframe. They serve the same role as portals (defining manageable rendering chunks), just with more precise control over boundary definition.


maxp90
Joined: Jul 30, 2013


Posted: Sep 16, 2013 10:45 AM    Msg. 7 of 7       
I tried to reduce the faces (plane) of my portals to make them not go far outside the map. So now they are ending on my map's ends...

but I still get the error:
### ERROR: portal does not define two closed spaces. (see yellow in error geometry)

What should i do?

 

 
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