Compiling in darkness

Recently I have been adding onto a working map of mine, Then suddenly It said something about object not loading for something like that and then asked if i wanted to remove them and save it or not do anything. I just clicked yes and instantly all my entities were gone and all my fun_ect. So I decided to decomplie my latest run of the bsp into a working .vmf .After I did the changes I originally was going to make I ran the map and the entire map was dark like there was no light_environment. Any help is appreciated.


 
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\santiago\Documents\horse_land_plz.vmf"

Valve Software - vbsp.exe (Mar 14 2016)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\materials
Loading C:\Users\santiago\Documents\horse_land_plz.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/horse_land_plz/nature/blendrocksand005a_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Users\santiago\Documents\horse_land_plz.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_10*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_10*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (3) (6678504 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 7102 texinfos to 5210
Reduced 142 texdatas to 128 (3944 bytes to 2926)
Writing C:\Users\santiago\Documents\horse_land_plz.bsp
9 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" -fast "C:\Users\santiago\Documents\horse_land_plz"

Valve Software - vvis.exe (Dec  9 2014)
fastvis = true
4 threads
reading c:\users\santiago\documents\horse_land_plz.bsp
reading c:\users\santiago\documents\horse_land_plz.prt
6161 portalclusters
17047 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (14)
Optimized: 1267840 visible clusters (8.07%)
Total clusters visible: 15715145
Average clusters visible: 2550
Building PAS...
Average clusters audible: 4888
visdatasize:6569527  compressed from 9561872
writing c:\users\santiago\documents\horse_land_plz.bsp
17 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vrad.exe"
** Parameters:  -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" -noextra "C:\Users\santiago\Documents\horse_land_plz"

Valve Software - vrad.exe SSE (Dec  9 2014)

      Valve Radiosity Simulator     
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\users\santiago\documents\horse_land_plz.bsp
Setting up ray-trace acceleration structure... Done (2.57 seconds)
27843 faces
12 degenerate faces
3346581 square feet [481907648.00 square inches]
102 Displacements
255474 Square Feet [36788304.00 Square Inches]
27831 patches before subdivision
323609 patches after subdivision
sun extent from map=0.000000
331 direct lights
BuildFacelights:     0...1...2...3...4
...10 (32)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (128)
transfers 54672423, max 1925
transfer lists: 417.1 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #12 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #13 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #14 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #15 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #16 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #17 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #18 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #19 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #20 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #21 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #22 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #23 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #24 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #25 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #26 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #27 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #28 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #29 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #30 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #31 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #32 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #33 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #34 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #35 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #36 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #37 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #38 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #39 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #40 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #41 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #42 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #43 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #44 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #45 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #46 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #47 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #48 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #49 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #50 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #51 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #52 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #53 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #54 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #55 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #56 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #57 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #58 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #59 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #60 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #61 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #62 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #63 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #64 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #65 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #66 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #67 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #68 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #69 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #70 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #71 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #72 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #73 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #74 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #75 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #76 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #77 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #78 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #79 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #80 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #81 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #82 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #83 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #84 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #85 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #86 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #87 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #88 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #89 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #90 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #91 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #92 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #93 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #94 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #95 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #96 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #97 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #98 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #99 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #100 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.1003 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (20)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (21)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 783/1024        37584/49152    (76.5%) 
brushes               5564/8192        66768/98304    (67.9%) 
brushsides           37062/65536      296496/524288   (56.6%) 
planes               16144/65536      322880/1310720  (24.6%) 
vertexes             42515/65536      510180/786432   (64.9%) 
nodes                17542/65536      561344/2097152  (26.8%) 
texinfos              5210/12288      375120/884736   (42.4%) 
texdata                128/2048         4096/65536    ( 6.3%) 
dispinfos              102/0           17952/0        ( 0.0%) 
disp_verts           22934/0          458680/0        ( 0.0%) 
disp_tris            40320/0           80640/0        ( 0.0%) 
disp_lmsamples      330223/0          330223/0        ( 0.0%) 
faces                27843/65536     1559208/3670016  (42.5%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces            17021/65536      953176/3670016  (26.0%) 
leaves               18326/65536      586432/2097152  (28.0%) 
leaffaces            31208/65536       62416/131072   (47.6%) 
leafbrushes          11316/65536       22632/131072   (17.3%) 
areas                    6/256            48/2048     ( 2.3%) 
surfedges           199864/512000     799456/2048000  (39.0%) 
edges               117104/256000     468416/1024000  (45.7%) 
LDR worldlights        331/8192        29128/720896   ( 4.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata           11/32768         132/393216   ( 0.0%) 
waterstrips           1803/32768       18030/327680   ( 5.5%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         30951/65536       61902/131072   (47.2%) 
cubemapsamples          15/1024          240/16384    ( 1.5%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     8541020/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]     6569527/16777216 (39.2%) 
entdata               [variable]      373018/393216   (94.9%) VERY FULL!
LDR ambient table    18326/65536       73304/262144   (28.0%) 
HDR ambient table    18326/65536       73304/262144   (28.0%) 
LDR leaf ambient     46674/65536     1306872/1835008  (71.2%) 
HDR leaf ambient     18326/65536      513128/1835008  (28.0%) 
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]           1/15688    ( 0.0%) 
pakfile               [variable]     1406725/0        ( 0.0%) 
physics               [variable]     6678504/4194304  (159.2%) VERY FULL!
physics terrain       [variable]           0/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 76206
Writing c:\users\santiago\documents\horse_land_plz.bsp
3 minutes, 41 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\santiago\Documents\horse_land_plz.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\horse_land_plz.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod"  +map "horse_land_plz" -steam



Dont run vvis in fast keep it on normal, that might fix it.

Also turn that power of 4 displacement into a power of 2 or 3.

i compile maps all the time when my room is completely dark

you should be fine

I found the problem, I guess hammer hated that I tried to compile another map from an existing map. The fix for it was simple, copying the entire map [Select everything with the selection tool and pressing Ctrl+c] and pasting it [Ctrl+v] in my previous working save or in a new one.