I've tried 3 times now. Can't see what I'm missing. What I'm telling the tools to do is basically -both -final -staticproplighting. It only ever does one pass of VRAD then craps out.
I've done this in Hammer and in VBCT. Here's what VCBT put up at the end of its window:
Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading i:\steam\steamapps\xxxxx\sourcesdk_content\hl2mp\mapsrc\dm_pueblo_rc1.bsp
4836 faces
441658 square feet [63598840.00 square inches]
145 displacements
53487 square feet [7702185.50 square inches]
4836 patches before subdivision
36592 patches after subdivision
81 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4114)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (53)
transfers 3260533, max 1044
transfer lists: 24.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(241791, 112975, 29462)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(78900, 26472, 4842)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(25946, 6356, 849)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(9749, 1797, 179)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(3720, 514, 37)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(1488, 155, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(606, 47, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(253, 15, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(107, 5, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(46, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(20, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(9, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #15 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0331 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Computing static prop lighting : 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 52/1024 2496/49152 ( 5.1%)
brushes 1874/8192 22488/98304 (22.9%)
brushsides 14727/65536 117816/524288 (22.5%)
planes 12380/65536 247600/1310720 (18.9%)
vertexes 12030/65536 144360/786432 (18.4%)
nodes 2236/65536 71552/2097152 ( 3.4%)
texinfos 2829/12288 203688/884736 (23.0%)
texdata 47/2048 1504/65536 ( 2.3%)
dispinfos 145/0 25520/0 ( 0.0%)
disp_verts 3625/0 72500/0 ( 0.0%)
disp_tris 4640/0 9280/0 ( 0.0%)
disp_lmsamples 261532/0 261532/0 ( 0.0%)
faces 4836/65536 270816/3670016 ( 7.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4318/65536 241808/3670016 ( 6.6%)
leaves 2289/65536 73248/2097152 ( 3.5%)
leaffaces 6451/65536 12902/131072 ( 9.8%)
leafbrushes 4040/65536 8080/131072 ( 6.2%)
areas 4/256 32/2048 ( 1.6%)
surfedges 41170/512000 164680/2048000 ( 8.0%)
edges 27160/256000 108640/1024000 (10.6%)
LDR worldlights 81/8192 7128/720896 ( 1.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 603/32768 6030/327680 ( 1.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 10743/65536 21486/131072 (16.4%)
cubemapsamples 47/1024 752/16384 ( 4.6%)
overlays 32/512 11264/180224 ( 6.3%)
LDR lightdata [variable] 2026976/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 135217/16777216 ( 0.8%)
entdata [variable] 209380/393216 (53.2%)
LDR leaf ambient 2289/65536 54936/1572864 ( 3.5%)
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] 1/10730 ( 0.0%)
pakfile [variable] 850509/0 ( 0.0%)
Level flags = 1
Win32 Specific Data:
physics [variable] 709271/4194304 (16.9%)
==== Total Win32 BSP file data space used: 6093493 bytes ====
Total triangle count: 13661
Writing i:\steam\steamapps\xxxxx\sourcesdk_content\hl2mp\mapsrc\dm_pueblo_rc1.bsp
1 hour, 11 minutes, 35 seconds elapsed
Compile Complete for this module.
VRAD Completed: May 18, 2009, 1:02:45 AM
VRAD: Compile time: 1 hour, 11 minutes, 35 seconds elapsed
One Line Summary: 18/05/2009 1:02:45 AM, dm_pueblo_rc1.vmf, Half-Life 2 DM, normal , normal, crashed?, 00:00:07, 00:01:41, 01:11:36, 01:13:24
History.csv was updated.
Compile Summary - job mode: FINAL
Map Name: dm_pueblo_rc1.vmf
VBSP - mode:normal , 5 seconds, 00:00:07 elapsed
VVIS - mode:normal, 1 minute, 41 seconds, 00:01:41 elapsed
VRAD - mode:crashed?, 1 hour, 11 minutes, 35 seconds(LDR), n/a(HDR), 01:11:36 elapsed
Total Compile time: 01:13:24
Here's some images showing the results.
[IMG]http://i546.photobucket.com/albums/hh409/bc_haymaker/dm_pueblo_rc10001.jpg[/IMG]
^first run, hdr "none" in options, mat_hdr_enabled 1, mat_hdr_level 2, no cubemaps built
[IMG]http://i546.photobucket.com/albums/hh409/bc_haymaker/dm_pueblo_rc10002.jpg[/IMG]
^after "hdr_enabled 1, buildcubemaps" for HDR lightmaps, restart server : hdr lightmaps functioning
[IMG]http://i546.photobucket.com/albums/hh409/bc_haymaker/dm_pueblo_rc10003.jpg[/IMG]
^same session, running "hdr_enabled 0" just before buildcubemaps for LDR : LDR lightmaps appear to be functioning
[IMG]http://i546.photobucket.com/albums/hh409/bc_haymaker/dm_pueblo_rc10004.jpg[/IMG]
^restart game, hdr :none in options: defaults to fullbright 1
Only thing i can think is that -staticproplighting is not compatible with -both?? I've done a full HDR compile before this from the "normal" window ie no extra parm's and I recall it functioning, that's how I adjusted my tonemap settings.