[Help] Hammer Flashlight distance

I’m making a map but when I go to test it on Garry’s Mod when I use the flashlight the render distance of the maps shrinks to around 450 hammer squares.
When I have the flashlight off, the map’s render distance is normal and like it is on any other map.
I’ve gotten a friend to test the map and he had the same problem.
Would be grateful of any help.



** Executing...
** Command: "c:\program files (x86)\steam\steamapps\braden01\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\braden01\garrysmod\garrysmod" "C:\Users\Braden\Desktop\Garry's Mod\The Manhattan Project\Server\MesaRP\Maps\develop\rp_blackmesa.vmf"

Valve Software - vbsp.exe (Apr 26 2012)
2 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\braden01\garrysmod\garrysmod\materials
Loading C:\Users\Braden\Desktop\Garry's Mod\The Manhattan Project\Server\MesaRP\Maps\develop\rp_blackmesa.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\braden01\garrysmod\garrysmod\gameinfo.txt
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Braden\Desktop\Garry's Mod\The Manhattan Project\Server\MesaRP\Maps\develop\rp_blackmesa.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/morning*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/morning*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (104654 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 850 texinfos to 563
Reduced 50 texdatas to 45 (1375 bytes to 1282)
Writing C:\Users\Braden\Desktop\Garry's Mod\The Manhattan Project\Server\MesaRP\Maps\develop\rp_blackmesa.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\braden01\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\braden01\garrysmod\garrysmod" "C:\Users\Braden\Desktop\Garry's Mod\The Manhattan Project\Server\MesaRP\Maps\develop\rp_blackmesa"

Valve Software - vvis.exe (Apr 26 2012)
2 threads
reading c:\users\braden\desktop\garry's mod	he manhattan project\server\mesarp\maps\develop\rp_blackmesa.bsp
reading c:\users\braden\desktop\garry's mod	he manhattan project\server\mesarp\maps\develop\rp_blackmesa.prt
 490 portalclusters
1756 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 (263)
Optimized: 512 visible clusters (0.37%)
Total clusters visible: 140052
Average clusters visible: 285
Building PAS...
Average clusters audible: 488
visdatasize:62608  compressed from 62720
writing c:\users\braden\desktop\garry's mod	he manhattan project\server\mesarp\maps\develop\rp_blackmesa.bsp
4 minutes, 24 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\braden01\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\braden01\garrysmod\garrysmod" "C:\Users\Braden\Desktop\Garry's Mod\The Manhattan Project\Server\MesaRP\Maps\develop\rp_blackmesa"

Valve Software - vrad.exe SSE (Apr 26 2012)

      Valve Radiosity Simulator     
2 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files (x86)\steam\steamapps\braden01\sourcesdk\bin\orangebox\bin\lights.rad.
Loading c:\users\braden\desktop\garry's mod	he manhattan project\server\mesarp\maps\develop\rp_blackmesa.bsp
Setting up ray-trace acceleration structure... Done (0.31 seconds)
1547 faces
6 degenerate faces
268179 square feet [38617784.00 square inches]
24 Displacements
17619 Square Feet [2537273.00 Square Inches]
1541 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
12277 patches after subdivision
sun extent from map=0.087156
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (4)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (4)
transfers 919785, max 492
transfer lists:   7.0 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(30015, 28866, 29981)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(2321, 2038, 1900)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(264, 209, 194)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(34, 27, 25)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(5, 4, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0076 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (3)
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 (5)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   4/1024          192/49152    ( 0.4%) 
brushes                282/8192         3384/98304    ( 3.4%) 
brushsides            2191/65536       17528/524288   ( 3.3%) 
planes                1502/65536       30040/1310720  ( 2.3%) 
vertexes              2203/65536       26436/786432   ( 3.4%) 
nodes                  936/65536       29952/2097152  ( 1.4%) 
texinfos               563/12288       40536/884736   ( 4.6%) 
texdata                 45/2048         1440/65536    ( 2.2%) 
dispinfos               24/0            4224/0        ( 0.0%) 
disp_verts            1944/0           38880/0        ( 0.0%) 
disp_tris             3072/0            6144/0        ( 0.0%) 
disp_lmsamples       45160/0           45160/0        ( 0.0%) 
faces                 1547/65536       86632/3670016  ( 2.4%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              981/65536       54936/3670016  ( 1.5%) 
leaves                 941/65536       30112/2097152  ( 1.4%) 
leaffaces             1817/65536        3634/131072   ( 2.8%) 
leafbrushes            696/65536        1392/131072   ( 1.1%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            11297/512000      45188/2048000  ( 2.2%) 
edges                 6511/256000      26044/1024000  ( 2.5%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            125/32768        1250/327680   ( 0.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          1977/65536        3954/131072   ( 3.0%) 
cubemapsamples           7/1024          112/16384    ( 0.7%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      351644/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       62608/16777216 ( 0.4%) 
entdata               [variable]        4792/393216   ( 1.2%) 
LDR ambient table      941/65536        3764/262144   ( 1.4%) 
HDR ambient table      941/65536        3764/262144   ( 1.4%) 
LDR leaf ambient      3887/65536      108836/1835008  ( 5.9%) 
HDR leaf ambient       941/65536       26348/1835008  ( 1.4%) 
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]      850229/0        ( 0.0%) 
physics               [variable]      104654/4194304  ( 2.5%) 
physics terrain       [variable]        5950/1048576  ( 0.6%) 

Level flags = 0

Total triangle count: 4233
Writing c:\users\braden\desktop\garry's mod	he manhattan project\server\mesarp\maps\develop\rp_blackmesa.bsp
17 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Braden\Desktop\Garry's Mod\The Manhattan Project\Server\MesaRP\Maps\develop\rp_blackmesa.bsp" "C:\Program Files (x86)\Steam\steamapps\braden01\garrysmod\garrysmod\maps\rp_blackmesa.bsp"



  1. don’t sign your posts, we know who you are.
  2. Shove your compile log in here.

I’ve uploaded the compile log.

BUMP

The only error I see that’s important at all is that there’s no lights.rad, which you should probably fix.

Don’t bother to bump after not even a day…someone will reply to you.

The only thing i can see is:

zero area child patch
zero area child patch
zero area child patch

Usually caused by poor vertex editing, this error can cause oddities. Shouldn’t affect your flashlight though.

Do you have any in game screenshots? This sounds like a graphical bug rather than a hammer error.

Flashlight Off:

www.tmp-gaming.co.uk/extra/no-flash.jpg

Flashlight On:

http://www.tmp-gaming.co.uk/extra/with-flash.jpg

Are your video drivers up to date?

Yeah, they’re all updated. And I also got a friend on Steam to give the map a test and he got the same error.

[editline]8th July 2012[/editline]

I removed all my displacements because they weren’t the best XD But I’m still getting the same problem.

[editline]8th July 2012[/editline]

I’ve included the lights.rad, still doesn’t work :frowning: