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.