Light_Environment has no effect?

So, I put a Light_Environment in my map and click point to and all that.

However, when I run my map it is the same as without the Light_Environment (no shadows or anything). I’ve tried google but with no luck.

Compile log:


 


materialPath: c:\program files (x86)\steam\steamapps	ennisball355\half-life 2 episode two\ep2\materials
Loading C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.vmf
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 (1)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (0)
writing C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.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) (97151 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 293 texinfos to 175
Reduced 11 texdatas to 9 (308 bytes to 214)
Writing C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.bsp
4 seconds elapsed



2 threads
reading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp
reading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.prt
4921 portalclusters
12910 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 246091 visible clusters (0.00%)
Total clusters visible: 18846276
Average clusters visible: 3829
Building PAS...
Average clusters audible: 4920
visdatasize:6029209  compressed from 6062672
writing c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp
17 seconds elapsed



[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
18905 faces
58044487 square feet [8358406144.00 square inches]
60 Displacements
4565917 Square Feet [657492160.00 Square Inches]
18905 patches before subdivision
858141 patches after subdivision
2 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3


materialPath: c:\program files (x86)\steam\steamapps	ennisball355\half-life 2 episode two\ep2\materials
Loading C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.vmf
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 (2)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (0)
writing C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_03*.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_03*.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 (1) (97055 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 293 texinfos to 174
Reduced 11 texdatas to 9 (308 bytes to 214)
Writing C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.bsp
5 seconds elapsed



2 threads
reading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp
reading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.prt
4917 portalclusters
12895 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 248447 visible clusters (0.00%)
Total clusters visible: 18808178
Average clusters visible: 3825
Building PAS...
Average clusters audible: 4916
visdatasize:6017731  compressed from 6057744
writing c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp
17 seconds elapsed



[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
18890 faces
58044451 square feet [8358401024.00 square inches]
60 Displacements
4565917 Square Feet [657492160.00 Square Inches]
18890 patches before subdivision
858060 patches after subdivision
2 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3


materialPath: c:\program files (x86)\steam\steamapps	ennisball355\half-life 2 episode two\ep2\materials
Loading C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.vmf
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 (2)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (0)
writing C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_03*.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_03*.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 (1) (96879 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 296 texinfos to 177
Reduced 11 texdatas to 9 (308 bytes to 214)
Writing C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.bsp
5 seconds elapsed



2 threads
reading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp
reading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.prt
4915 portalclusters
12885 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 247956 visible clusters (0.00%)
Total clusters visible: 18793271
Average clusters visible: 3823
Building PAS...
Average clusters audible: 4914
visdatasize:6014255  compressed from 6055280
writing c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp
17 seconds elapsed



[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
18890 faces
58046286 square feet [8358665216.00 square inches]
60 Displacements
4565917 Square Feet [657492160.00 Square Inches]
18890 patches before subdivision
858122 patches after subdivision
1 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3


materialPath: c:\program files (x86)\steam\steamapps	ennisball355\half-life 2 episode two\ep2\materials
Loading C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.vmf
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 (1)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (0)
writing C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_03*.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_03*.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) (96879 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 296 texinfos to 177
Reduced 11 texdatas to 9 (308 bytes to 214)
Writing C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.bsp
4 seconds elapsed



2 threads
reading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp
reading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.prt
4915 portalclusters
12885 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 247956 visible clusters (0.00%)
Total clusters visible: 18793271
Average clusters visible: 3823
Building PAS...
Average clusters audible: 4914
visdatasize:6014255  compressed from 6055280
writing c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp
17 seconds elapsed



[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
18890 faces
58046286 square feet [8358665216.00 square inches]
60 Displacements
4565917 Square Feet [657492160.00 Square Inches]
18890 patches before subdivision
858122 patches after subdivision
2 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3


materialPath: c:\program files (x86)\steam\steamapps	ennisball355\half-life 2 episode two\ep2\materials
Loading C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.vmf
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 (2)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (0)
writing C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_03*.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_03*.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) (96879 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 296 texinfos to 177
Reduced 11 texdatas to 9 (308 bytes to 214)
Writing C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.bsp
6 seconds elapsed



2 threads
reading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp
reading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.prt
4915 portalclusters
12885 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 247956 visible clusters (0.00%)
Total clusters visible: 18793271
Average clusters visible: 3823
Building PAS...
Average clusters audible: 4914
visdatasize:6014255  compressed from 6055280
writing c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp
16 seconds elapsed



[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
18890 faces
58046286 square feet [8358665216.00 square inches]
60 Displacements
4565917 Square Feet [657492160.00 Square Inches]
18890 patches before subdivision
858122 patches after subdivision
2 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3


materialPath: c:\program files (x86)\steam\steamapps	ennisball355\half-life 2 episode two\ep2\materials
Loading C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.vmf
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 (1)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (0)
writing C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_03*.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_03*.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) (96879 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 296 texinfos to 177
Reduced 11 texdatas to 9 (308 bytes to 214)
Writing C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.bsp
5 seconds elapsed



2 threads
reading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp
reading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.prt
4915 portalclusters
12885 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2.


[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
No vis information, direct lighting only.
18890 faces
58046286 square feet [8358665216.00 square inches]
60 Displacements
4565917 Square Feet [657492160.00 Square Inches]
2 direct lights
0.


materialPath: c:\program files (x86)\steam\steamapps	ennisball355\half-life 2 episode two\ep2\materials
Loading C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.vmf
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 (1)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (0)
writing C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.prt...Building visibility clusters...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_03*.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_03*.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) (96879 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 296 texinfos to 177
Reduced 11 texdatas to 9 (308 bytes to 214)
Writing C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.bsp
4 seconds elapsed



2 threads
reading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp
reading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.prt
4915 portalclusters
12885 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2.


[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
No vis information, direct lighting only.
18890 faces
58046286 square feet [8358665216.00 square inches]
60 Displacements
4565917 Square Feet [657492160.00 Square Inches]
2 direct lights
0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<1.2674 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  21/1024         1008/49152    ( 2.1%) 
brushes                243/8192         2916/98304    ( 3.0%) 
brushsides            1635/65536       13080/524288   ( 2.5%) 
planes                1332/65536       26640/1310720  ( 2.0%) 
vertexes             20889/65536      250668/786432   (31.9%) 
nodes                 8906/65536      284992/2097152  (13.6%) 
texinfos               177/12288       12744/884736   ( 1.4%) 
texdata                  9/2048          288/65536    ( 0.4%) 
dispinfos               60/0           10560/0        ( 0.0%) 
disp_verts            4860/0           97200/0        ( 0.0%) 
disp_tris             7680/0           15360/0        ( 0.0%) 
disp_lmsamples     2108768/0         2108768/0        ( 0.0%) 
faces                18890/65536     1057840/3670016  (28.8%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              966/65536       54096/3670016  ( 1.5%) 
leaves                8928/65536      285696/2097152  (13.6%) 
leaffaces            19164/65536       38328/131072   (29.2%) 
leafbrushes           9747/65536       19494/131072   (14.9%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            81116/512000     324464/2048000  (15.8%) 
edges                42124/256000     168496/1024000  (16.5%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips            265/32768        2650/327680   ( 0.8%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          3837/65536        7674/131072   ( 5.9%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]    28569296/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]       15765/393216   ( 4.0%) 
LDR ambient table     8928/65536       35712/262144   (13.6%) 
HDR ambient table     8928/65536       35712/262144   (13.6%) 
LDR leaf ambient     53341/65536     1493548/1835008  (81.4%) VERY FULL!
HDR leaf ambient      8928/65536      249984/1835008  (13.6%) 
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]           1/2272     ( 0.0%) 
pakfile               [variable]       87183/0        ( 0.0%) 
physics               [variable]       96879/4194304  ( 2.3%) 
physics terrain       [variable]       29488/1048576  ( 2.8%) 

Level flags = 0

Total triangle count: 39451
Writing c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp
4 minutes, 49 seconds elapsed



[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
No vis information, direct lighting only.



materialPath: c:\program files (x86)\steam\steamapps	ennisball355\half-life 2 episode two\ep2\materials
Loading C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.vmf
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 (2)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (0)
writing C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_03*.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_03*.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) (96879 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 296 texinfos to 177
Reduced 11 texdatas to 9 (308 bytes to 214)
Writing C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.bsp
5 seconds elapsed



2 threads
reading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp
reading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.prt
4915 portalclusters
12885 numportals
0...1...2...3...4...5...6...7...8...9...100...1... 

Use [noparse]


 

[/noparse] and is that the full compile log?

It’s not the full compile log and it looks like you either have a leak or aren’t running vvis.

Gah, sorry, copy+paste fail.

I don’t think it’s a leak because water works fine.

As for vvis , I’m running everything on normal.

Looks like you have a displacement(s) textured with nodraw. Try finding that particular displacement(s) and changing the texture of it.

This may be a no-brainer but light from a light_environment entity only is emitted from a brush with the “toolsskybox” texture.

http://developer.valvesoftware.com/wiki/Light_environment