Lights Won't Compile

I’ve had this bug recently, where hammer won’t compile lights, except for light_environment.
My compile logs show no show of errors. I’ve tried re-compiling with and without HDR on and with different light entities and compiling on different engines. Nothing’s changing.
I also checked with the Interloper’s Compile Log Checker.
Compile Log:



** Executing...
** Command: "c:\program files\steam\steamapps
injanakura\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps
injanakura\half-life 2 episode two\ep2" "D:\Projects\BlackBone Studios\Hammer Map VMF's\GM\gm_4build"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam\steamapps
injanakura\half-life 2 episode two\ep2\materials
Loading D:\Projects\BlackBone Studios\Hammer Map VMF's\GM\gm_4build.vmf
Patching WVT material: maps/gm_4build/dev/dev_blendmeasure_wvt_patch
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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 74 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Projects\BlackBone Studios\Hammer Map VMF's\GM\gm_4build.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/militia_hdr*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/militia_hdr*.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) (29294 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 62 texinfos to 42
Reduced 11 texdatas to 10 (258 bytes to 237)
Writing D:\Projects\BlackBone Studios\Hammer Map VMF's\GM\gm_4build.bsp
1 second elapsed

** Executing...
** Command: "c:\program files\steam\steamapps
injanakura\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps
injanakura\half-life 2 episode two\ep2" "D:\Projects\BlackBone Studios\Hammer Map VMF's\GM\gm_4build"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading d:\projects\blackbone studios\hammer map vmf's\gm\gm_4build.bsp
reading d:\projects\blackbone studios\hammer map vmf's\gm\gm_4build.prt
  24 portalclusters
  53 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: 576
Average clusters visible: 24
Building PAS...
Average clusters audible: 24
visdatasize:340  compressed from 384
writing d:\projects\blackbone studios\hammer map vmf's\gm\gm_4build.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps
injanakura\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files\steam\steamapps
injanakura\half-life 2 episode two\ep2" "D:\Projects\BlackBone Studios\Hammer Map VMF's\GM\gm_4build"

Valve Software - vrad.exe SSE (May 19 2009)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading d:\projects\blackbone studios\hammer map vmf's\gm\gm_4build.bsp
Setting up ray-trace acceleration structure... Done (0.12 seconds)
193 faces
58095 square feet [8365802.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
193 patches before subdivision
9663 patches after subdivision
3 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 404268, max 340
transfer lists:   3.1 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(499, 441, 384)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(40, 31, 24)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(4, 3, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0156 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.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes                 93/8192         1116/98304    ( 1.1%) 
brushsides             562/65536        4496/524288   ( 0.9%) 
planes                 176/65536        3520/1310720  ( 0.3%) 
vertexes               525/65536        6300/786432   ( 0.8%) 
nodes                   71/65536        2272/2097152  ( 0.1%) 
texinfos                42/12288        3024/884736   ( 0.3%) 
texdata                 10/2048          320/65536    ( 0.5%) 
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                  193/65536       10808/3670016  ( 0.3%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              161/65536        9016/3670016  ( 0.2%) 
leaves                  73/65536        2336/2097152  ( 0.1%) 
leaffaces              302/65536         604/131072   ( 0.5%) 
leafbrushes            170/65536         340/131072   ( 0.3%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             1590/512000       6360/2048000  ( 0.3%) 
edges                 1141/256000       4564/1024000  ( 0.4%) 
LDR worldlights          3/8192          264/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips             32/32768         320/327680   ( 0.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           624/65536        1248/131072   ( 1.0%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      148652/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]         340/16777216 ( 0.0%) 
entdata               [variable]        1066/393216   ( 0.3%) 
LDR ambient table       73/65536         292/262144   ( 0.1%) 
HDR ambient table       73/65536         292/262144   ( 0.1%) 
LDR leaf ambient       180/65536        5040/1835008  ( 0.3%) 
HDR leaf ambient        73/65536        2044/1835008  ( 0.1%) 
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]           1/208      ( 0.5%) 
pakfile               [variable]       87081/0        ( 0.0%) 
physics               [variable]       29294/4194304  ( 0.7%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 564
Writing d:\projects\blackbone studios\hammer map vmf's\gm\gm_4build.bsp
9 seconds elapsed
Valve Software - vrad.exe SSE (May 19 2009)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading d:\projects\blackbone studios\hammer map vmf's\gm\gm_4build.bsp
Setting up ray-trace acceleration structure... Done (0.15 seconds)
193 faces
58095 square feet [8365802.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
193 patches before subdivision
9663 patches after subdivision
3 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 (2)
transfers 404268, max 340
transfer lists:   3.1 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(499, 441, 384)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(40, 31, 24)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(4, 3, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0146 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.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes                 93/8192         1116/98304    ( 1.1%) 
brushsides             562/65536        4496/524288   ( 0.9%) 
planes                 176/65536        3520/1310720  ( 0.3%) 
vertexes               525/65536        6300/786432   ( 0.8%) 
nodes                   71/65536        2272/2097152  ( 0.1%) 
texinfos                42/12288        3024/884736   ( 0.3%) 
texdata                 10/2048          320/65536    ( 0.5%) 
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                  193/65536       10808/3670016  ( 0.3%) 
hdr faces              193/65536       10808/3670016  ( 0.3%) 
origfaces              161/65536        9016/3670016  ( 0.2%) 
leaves                  73/65536        2336/2097152  ( 0.1%) 
leaffaces              302/65536         604/131072   ( 0.5%) 
leafbrushes            170/65536         340/131072   ( 0.3%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             1590/512000       6360/2048000  ( 0.3%) 
edges                 1141/256000       4564/1024000  ( 0.4%) 
LDR worldlights          3/8192          264/720896   ( 0.0%) 
HDR worldlights          3/8192          264/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips             32/32768         320/327680   ( 0.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           624/65536        1248/131072   ( 1.0%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      148652/0        ( 0.0%) 
HDR lightdata         [variable]      148652/0        ( 0.0%) 
visdata               [variable]         340/16777216 ( 0.0%) 
entdata               [variable]        1066/393216   ( 0.3%) 
LDR ambient table       73/65536         292/262144   ( 0.1%) 
HDR ambient table       73/65536         292/262144   ( 0.1%) 
LDR leaf ambient       180/65536        5040/1835008  ( 0.3%) 
HDR leaf ambient       180/65536        5040/1835008  ( 0.3%) 
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]           1/208      ( 0.5%) 
pakfile               [variable]       87081/0        ( 0.0%) 
physics               [variable]       29294/4194304  ( 0.7%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 564
Writing d:\projects\blackbone studios\hammer map vmf's\gm\gm_4build.bsp
9 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Projects\BlackBone Studios\Hammer Map VMF's\GM\gm_4build.bsp" "c:\program files\steam\steamapps
injanakura\half-life 2 episode two\ep2\maps\gm_4build.bsp"



Help is greatly appreciated.

I don’t see any glaring errors in the compile log, screenshots please?

The light in the back is a prop_static.

[editline]01:34AM[/editline]

C’mon guys, I seriously need some help. If I can’t get it fixed, then my maps are going to be fucked.

Is it inside of a prop? If so, take it out.

yeh light are like spawn point if they’re touching anything they wont work

Disable shadows on the prop_static light.

This sometimes happens to me when I get too many light ‘patches’ for my computer to handle compiling. I just grouped walls and increased lightmaps around the level.

How good is your computer? I’m not sure if this is it because it looks like you are compiling a pretty simple map to me.

The light isn’t inside the prop.
My computer’s pretty good. I haven’t been getting this problem since about 2 weeks ago.

I did not find any error’s with your compile log make sure the light is not inside of the prop and make sure its not facing up words too and if its not in the prop or facing up words try deleting the prop and the light and remake them that is the only thing I can think of right now. hope you get it fixed

Could you show us/me screenies from Hammer?

Try setting the brightness above 500 if you’re using the ep2 engine, it’s weird but I also get this bug.