For some reason, after fixing all the leaks in one of my Hl2 maps, after compiling just becomes pitch black.
Here is the compile log:
Quote
materialPath: c:steamsteamappskajguehalf-life 2hl2materials
Loading C:DepthsOfBlackMesamapsrcCentralTransitHubBackup2.vmf
material "fifties_bord06" not found
Material not found!: FIFTIES_BORD06
material "origin" not found
Material not found!: ORIGIN
material "metalslab2" not found
Material not found!: METALSLAB2
material "metalslab5" not found
Material not found!: METALSLAB5
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1302 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:DepthsOfBlackMesamapsrcCentralTransitHubBackup2.prt...done (0)
WARNING: node without a volume
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-14.7, -38.5, 38.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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: Brush 2114:
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (836337 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3796 texinfos to 1549
Reduced 76 texdatas to 74 (1441 bytes to 1408)
Writing C:DepthsOfBlackMesamapsrcCentralTransitHubBackup2.bsp
11 seconds elapsed
1 threads
reading c:depthsofblackmesamapsrcCentralTransitHubBackup2.bsp
reading c:depthsofblackmesamapsrcCentralTransitHubBackup2.prt
2160 portalclusters
6445 numportals
0...1...2...3...4...5...6...7...8...9...10WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 153898 visible clusters (0.00%)
Total clusters visible: 792759
Average clusters visible: 367
Building PAS...
Average clusters audible: 986
visdatasize:560806 compressed from 1175040
writing c:depthsofblackmesamapsrcCentralTransitHubBackup2.bsp
11 seconds elapsed
[Reading texlights from 'lights.rad']
[104 texlights parsed from 'lights.rad']
Loading c:depthsofblackmesamapsrcCentralTransitHubBackup2.bsp
10203 faces
2 degenerate faces
188838 square feet [27192794.00 square inches]
0 displacements
0 square feet [0.00 square inches]
10201 patches before subdivision
243447 patches after subdivision
light has _fifty_percent_distance of 64.000000 but no zero_percent_distance
light has _fifty_percent_distance of 64.000000 but no zero_percent_distance
light has _fifty_percent_distance of 64.000000 but no zero_percent_distance
light has _fifty_percent_distance of 64.000000 but no zero_percent_distance
177 direct lights
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Build Patch/Sample Hash Table(s).....Done<0.1701 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 62 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 31/1024 1488/49152 ( 3.0%)
brushes 2744/8192 32928/98304 (33.5%)
brushsides 22652/65536 181216/524288 (34.6%)
planes 12146/65536 242920/1310720 (18.5%)
vertexes 18403/65536 220836/786432 (28.1%)
nodes 4207/65536 134624/2097152 ( 6.4%)
texinfos 1549/12288 111528/884736 (12.6%)
texdata 74/2048 2368/65536 ( 3.6%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 10203/65536 571368/3670016 (15.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 5005/65536 280280/3670016 ( 7.6%)
leaves 4239/65536 135648/2097152 ( 6.5%)
leaffaces 13172/65536 26344/131072 (20.1%)
leafbrushes 6181/65536 12362/131072 ( 9.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 68101/512000 272404/2048000 (13.3%)
edges 38179/256000 152716/1024000 (14.9%)
LDR worldlights 177/8192 15576/720896 ( 2.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 712/32768 7120/327680 ( 2.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 13143/65536 26286/131072 (20.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 21454120/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 560806/16777216 ( 3.3%)
entdata [variable] 51762/393216 (13.2%)
LDR leaf ambient 4239/65536 101736/1572864 ( 6.5%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 10042/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 836337/4194304 (19.9%)
==== Total Win32 BSP file data space used: 25442833 bytes ====
Total triangle count: 27752
Writing c:depthsofblackmesamapsrcCentralTransitHubBackup2.bsp
18 minutes, 26 seconds elapsed
VRAD manages to calculate the lighting during compiling fine, and even bouncelights, but in game no lighting is actually apparent.
Does anyone have any experience with this issue?








