Gmod hammer light issues

When I run my map with lights (i.e. light, light_spot, light_env) I don’t see them. I know the lights are there but the map is running in “fullbright”. Please help.

check in the console for mat_fullbright 0 if its 1 change to 0 , or check compile log for a leak

----compile log----

** Executing…
** Command: “C:\Program Files\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vbsp.exe”
** Parameters: -game “C:\Program Files\Steam\steamapps\common\GarrysMod\garrysmod” “C:\Users\Student\Desktop\light.vmf”

Valve Software - vbsp.exe (May 14 2014)
2 threads
materialPath: C:\Program Files\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading C:\Users\Student\Desktop\light.vmf
Could not locate ‘GameData’ key in c:\program files\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
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 (0)
writing C:\Users\Student\Desktop\light.prt…Building visibility clusters…
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.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…
done (0) (5176 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 12 texinfos to 5
Reduced 3 texdatas to 3 (69 bytes to 69)
Writing C:\Users\Student\Desktop\light.bsp
0 seconds elapsed

** Executing…
** Command: “C:\Program Files\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vvis.exe”
** Parameters: -game “C:\Program Files\Steam\steamapps\common\GarrysMod\garrysmod” “C:\Users\Student\Desktop\light”

Valve Software - vvis.exe (Aug 17 2015)
2 threads
reading c:\users\student\desktop\light.bsp
reading c:\users\student\desktop\light.prt
10 portalclusters
16 numportals
BasePortalVis: 0…1…2…3…4…5…6…7…8…9…10 (0)
PortalFlow: 0…1…2…3…4…5…6…7…8…9…10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 96
Average clusters visible: 9
Building PAS…
Average clusters audible: 10
visdatasize:124 compressed from 160
writing c:\users\student\desktop\light.bsp
0 seconds elapsed

** Executing…
** Command: “C:\Program Files\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vrad.exe”
** Parameters: -game “C:\Program Files\Steam\steamapps\common\GarrysMod\garrysmod” “C:\Users\Student\Desktop\light”

Valve Software - vrad.exe SSE (Aug 17 2015)

  Valve Radiosity Simulator     

2 threads
[Reading texlights from ‘lights.rad’]
[45 texlights parsed from ‘lights.rad’]

Loading c:\users\student\desktop\light.bsp
Cannot load the static props… encountered a stale map version. Re-vbsp the map.

** Executing…
** Command: Copy File
** Parameters: “C:\Users\Student\Desktop\light.bsp” “C:\Program Files\Steam\steamapps\common\GarrysMod\garrysmod\maps\light.bsp”

this is your problem


Cannot load the static props... encountered a stale map version. Re-vbsp the map.

try compiling the vmf using the Hammer in garrysmod/bin folder