lighting is not working

I have added lighting into my map but when i test run it everything is dark except the skybox

What could be wrong?

I would guess a leak.

Compile log is always a must in these kinds of threads

What kind of lighting did you put in your map? Is the skybox sealed from the map? Make sure to put a light_env entity inside your map, doesn’t matter where you put it, and use the settings from http://developer.valvesoftware.com/wiki/Sky_List with the proper skybox.

Compile log please.

I remember this happened to my friend who just started to map. I asked for him to give me his vmf. I found out that the problem was that his all map was inside of a big (not hollow) brush.

I did have a environment light inside my map. And what do you mean by leaks? Like a crack in my map?

Yes, a leak is a hole in the map which leads to the void. This can cause improper lighting, or no lighting at all, among other things.

Ok, thanks. Ill try to look for it if i know where to start.

look at the “loading a pointfile” section of the link posted above.

ok thanks. I think i got it. Ill test it once i’m done editing out the leaks.

[editline]10:44PM[/editline]

ok i fixed two leaks. But… i tried opening the point again an it didnt open, it send me to a browse menu and i cant find the file inside it.

Also, when i ran the map again it was still all black.

Are you running Vrad?

VRAD? whats that?

Look, just post a compile log for us. when you compile, the list of shit that happens in the new window that opens is called the compile log. when it finishes, hit “copy to clipboard” and paste it here.

the experts will check it for issues.

Ok. I looked under some windows and i cannot find it. Where is it located at?

Its when you press Run map (F9) and the log is generated, just copy to clipboard when it finishes and paste it in here in [noparse]




[/noparse] tags.


 
** Executing...
** Command: "c:\program files\steam\steamapps\-----\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\----\half-life 2 deathmatch\hl2mp" "c:\users\kyle\desktop	he_twisted	he_twisted"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\steam\steamapps\---------\half-life 2 deathmatch\hl2mp\materials
Loading c:\users\kyle\desktop	he_twisted	he_twisted.vmf
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\kyle\desktop	he_twisted	he_twisted.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
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) (19987 bytes)
Error! To use model "models/props_combine/breenchair.mdl"
      with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_combine/breenchair.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 96 texinfos to 58
Reduced 12 texdatas to 12 (309 bytes to 309)
Writing c:\users\kyle\desktop	he_twisted	he_twisted.bsp
1 second elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\--------\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\------------\half-life 2 deathmatch\hl2mp" "c:\users\kyle\desktop	he_twisted	he_twisted"

Valve Software - vvis.exe (Nov  8 2007)
2 threads
reading c:\users\kyle\desktop	he_twisted	he_twisted.bsp
reading c:\users\kyle\desktop	he_twisted	he_twisted.prt
  33 portalclusters
  67 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: 1031
Average clusters visible: 31
Building PAS...
Average clusters audible: 33
visdatasize:600  compressed from 528
writing c:\users\kyle\desktop	he_twisted	he_twisted.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\--------\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\----\half-life 2 deathmatch\hl2mp" "c:\users\kyle\desktop	he_twisted	he_twisted"

Valve Software - vrad.exe SSE (Nov  8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\users\kyle\desktop	he_twisted	he_twisted.bsp
168 faces
14532 square feet [2092636.00 square inches]
0 displacements
0 square feet [0.00 square inches]
168 patches before subdivision
932 patches after subdivision
3 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 46591, max 181
transfer lists:   0.4 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0010 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
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
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes                 56/8192          672/98304    ( 0.7%) 
brushsides             336/65536        2688/524288   ( 0.5%) 
planes                 134/65536        2680/1310720  ( 0.2%) 
vertexes               373/65536        4476/786432   ( 0.6%) 
nodes                  109/65536        3488/2097152  ( 0.2%) 
texinfos                58/12288        4176/884736   ( 0.5%) 
texdata                 12/2048          384/65536    ( 0.6%) 
dispinfos                0/0               0/0        ( 0.0%) 
disp_verts               0/0               0/0        ( 0.0%) 
disp_tris                0/0               0/0        ( 0.0%) 
disp_lmsamples           0/0               0/0        ( 0.0%) 
faces                  168/65536        9408/3670016  ( 0.3%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              123/65536        6888/3670016  ( 0.2%) 
leaves                 111/65536        3552/2097152  ( 0.2%) 
leaffaces              183/65536         366/131072   ( 0.3%) 
leafbrushes            101/65536         202/131072   ( 0.2%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             1280/512000       5120/2048000  ( 0.3%) 
edges                  791/256000       3164/1024000  ( 0.3%) 
LDR worldlights          3/8192          264/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips             12/32768         120/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           189/65536         378/131072   ( 0.3%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]       32964/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]         600/16777216 ( 0.0%) 
entdata               [variable]        1577/393216   ( 0.4%) 
LDR leaf ambient       111/65536        2664/1572864  ( 0.2%) 
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]           1/582      ( 0.2%) 
pakfile               [variable]       10016/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]       19987/4194304  ( 0.5%) 
==== Total Win32 BSP file data space used: 115900 bytes ====

Total triangle count: 452
Writing c:\users\---\desktop	he_twisted	he_twisted.bsp
2 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\users\----\desktop	he_twisted	he_twisted.bsp" "c:\program files\steam\steamapps\------\half-life 2 deathmatch\hl2mp\maps	he_twisted.bsp"


** Executing...
** Command: "c:\program files\steam\steamapps\------\half-life 2 deathmatch\hl2.exe"
** Parameters: -dev -console -allowdebug -game "c:\program files\steam\steamapps\----\half-life 2 deathmatch\hl2mp" +map "the_twisted"

 

Bump? No reply for a couple hours and I need help before the weekend.

Try using a different skybox in map properties, compile, and post the log here.

ok thanks, ill try this tomorrow sometime and I will post the feedback. I hope it works!

Yeah, that and change your breen chair to prop_physics, it doesn’t like static and probably won’t show up (havent used hammer in a while so this may be wrong)