lighting problem

Hi, I need help with a map im working on. whenever i compile the map vrad crashes however the map still runs but in fullbright its making me rage so much if someone could help itl be great.

VTF file: http://www.mediafire.com/?7hl7aiz9klpq8g4

im using a lot of custom content mostley from galactopticon and i dont really plan on relasing the map ulles someone thinks i should

THX!!!:slight_smile:

A compile log would be better than the vmf file.

If you’re running windows 7 and it’s saying that “vrad.exe is not responding” then just don’t do anything and wait for it to finish compiling.

OK, here is the log.


materialPath: c:\program files (x86)\steam\steamapps\hacky720\half-life 2 episode two\ep2\materials
Loading C:\Users\logan\Desktop\maps\gm_hackybuild.vmf
material "photorealistic_bricks/brick030" not found.
Material not found!: PHOTOREALISTIC_BRICKS/BRICK030
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\hacky720\half-life 2 episode two\ep2\gameinfo.txt
Patching WVT material: maps/gm_hackybuild/nature/blendgrassgrass001a_wvt_patch
Patching WVT material: maps/gm_hackybuild/dev/dev_blendmeasure_wvt_patch
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 (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 6 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\logan\Desktop\maps\gm_hackybuild.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_09*.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_09*.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) (115795 bytes)
Error! To use model "models/jaanus/coffeetable.mdl"
      with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/jaanus/coffeetable.mdl"!
Error! prop_static using model "models/jaanus/ceilingtube.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/jaanus/ceilingtube.mdl"!
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 365 texinfos to 141
Reduced 39 texdatas to 33 (1307 bytes to 1091)
Writing C:\Users\logan\Desktop\maps\gm_hackybuild.bsp
2 seconds elapsed



2 threads
reading c:\users\logan\desktop\maps\gm_hackybuild.bsp
reading c:\users\logan\desktop\maps\gm_hackybuild.prt
1184 portalclusters
3199 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 322 visible clusters (0.00%)
Total clusters visible: 643873
Average clusters visible: 543
Building PAS...
Average clusters audible: 632
visdatasize:218896  compressed from 359936
writing c:\users\logan\desktop\maps\gm_hackybuild.bsp
6 minutes, 17 seconds elapsed



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

Loading c:\users\logan\desktop\maps\gm_hackybuild.bsp
5782 faces
6726481 square feet [968613312.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]

The only error I can see is


Error! To use model "models/jaanus/coffeetable.mdl"
      with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/jaanus/coffeetable.mdl"!
Error! prop_static using model "models/jaanus/ceilingtube.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/jaanus/ceilingtube.mdl"!

Just change that prop_static into a prop_dynamic and that will be fixed. as for the lighting I can’t see any errors there