Map compiles glichey and fullbright

You may have seen my thread before with this same map, but I just can’t get it to compile.
Currently I have it where it compiles but its full-bright and kind of cuts off like this

http://filesmelt.com/dl/oceannew0000.jpg

Please note that I’ve yet to detail that area since it’s not working, here are some other finished areas.
http://meta.filesmelt.com/downloader.php?file=rp_towerbeta20009.jpg
http://meta.filesmelt.com/downloader.php?file=rp_towerbeta20005.jpg

If anyone could help me out Id really appreciate it.
http://filesmelt.com/dl/oceannew.zip

post your compile log, we can tell you what your error is.




materialPath: c:\program files (x86)\steam\steamapps	gcujo\half-life 2 episode two\ep2\materials
Loading C:\Program Files (x86)\Steam\steamapps	gcujo\sourcesdk_content\hl2\mapsrc\oceannew.vmf
Can't find surfaceprop stone for material STONE/INFWLLF, using default
Patching WVT material: maps/oceannew/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/oceannew/concrete/blendbunk_conc01_wvt_patch
Patching WVT material: maps/oceannew/nature/infblendgrassdirt001a_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 (2)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 530 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
Too many unique verts, max = 65536 (map has too much brush geometry)



4 threads
reading c:\program files (x86)\steam\steamapps	gcujo\sourcesdk_content\hl2\mapsrc\oceannew.bsp
Error opening c:\program files (x86)\steam\steamapps	gcujo\sourcesdk_content\hl2\mapsrc\oceannew.bsp


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

Loading c:\program files (x86)\steam\steamapps	gcujo\sourcesdk_content\hl2\mapsrc\oceannew.bsp
Error opening c:\program files (x86)\steam\steamapps	gcujo\sourcesdk_content\hl2\mapsrc\oceannew.bsp


materialPath: c:\program files (x86)\steam\steamapps	gcujo\half-life 2 episode two\ep2\materials
Loading C:\Program Files (x86)\Steam\steamapps	gcujo\sourcesdk_content\hl2\mapsrc\oceannew.vmf
Can't find surfaceprop stone for material STONE/INFWLLF, using default
Patching WVT material: maps/oceannew/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/oceannew/concrete/blendbunk_conc01_wvt_patch
Patching WVT material: maps/oceannew/nature/infblendgrassdirt001a_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 530 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
done (1)
writing C:\Program Files (x86)\Steam\steamapps	gcujo\sourcesdk_content\hl2\mapsrc\oceannew.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_10*.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_10*.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) (289541 bytes)
Error! To use model "models/props_foliage/rock_forest02.mdl"
      with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_foliage/rock_forest02.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1329 texinfos to 792
Reduced 259 texdatas to 227 (8744 bytes to 7785)
Writing C:\Program Files (x86)\Steam\steamapps	gcujo\sourcesdk_content\hl2\mapsrc\oceannew.bsp
5 seconds elapsed



4 threads
reading c:\program files (x86)\steam\steamapps	gcujo\sourcesdk_content\hl2\mapsrc\oceannew.bsp
reading c:\program files (x86)\steam\steamapps	gcujo\sourcesdk_content\hl2\mapsrc\oceannew.prt
1935 portalclusters
4823 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 39170 visible clusters (0.00%)
Total clusters visible: 3530225
Average clusters visible: 1824
Building PAS...
Average clusters audible: 1931
visdatasize:941282  compressed from 959760
writing c:\program files (x86)\steam\steamapps	gcujo\sourcesdk_content\hl2\mapsrc\oceannew.bsp
2 seconds elapsed



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

Loading c:\program files (x86)\steam\steamapps	gcujo\sourcesdk_content\hl2\mapsrc\oceannew.bsp
12467 faces
29970642 square feet [4315772416.00 square inches]
12 Displacements
16757 Square Feet [2413095.00 Square Inches]
12467 patches before subdivision
496483 patches after subdivision
WARNING: light_spot at (289 591 1198) has inner angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (289 591 1198) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (24 458 1198) has inner angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (24 458 1198) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-160 458 1198) has inner angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-160 458 1198) has outer angle larger than 90 degrees! Clamping to 90...
101 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5..


materialPath: c:\program files (x86)\steam\steamapps	gcujo\half-life 2 episode two\ep2\materials
Loading C:\Program Files (x86)\Steam\steamapps	gcujo\sourcesdk_content\hl2\mapsrc\oceannew.vmf
Can't find surfaceprop stone for material STONE/INFWLLF, using default
Patching WVT material: maps/oceannew/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/oceannew/concrete/blendbunk_conc01_wvt_patch
Patching WVT material: maps/oceannew/nature/infblendgrassdirt001a_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 (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 530 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
done (0)
writing C:\Program Files (x86)\Steam\steamapps	gcujo\sourcesdk_content\hl2\mapsrc\oceannew.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_10*.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_10*.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) (289541 bytes)
Error! To use model "models/props_foliage/rock_forest02.mdl"
      with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_foliage/rock_forest02.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1329 texinfos to 792
Reduced 259 texdatas to 227 (8744 bytes to 7785)
Writing C:\Program Files (x86)\Steam\steamapps	gcujo\sourcesdk_content\hl2\mapsrc\oceannew.bsp
5 seconds elapsed



4 threads
reading c:\program files (x86)\steam\steamapps	gcujo\sourcesdk_content\hl2\mapsrc\oceannew.bsp
reading c:\program files (x86)\steam\steamapps	gcujo\sourcesdk_content\hl2\mapsrc\oceannew.prt
1935 portalclusters
4823 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 22992 visible clusters (0.00%)
Total clusters visible: 269119
Average clusters visible: 139
Building PAS...
Average clusters audible: 496
visdatasize:269275  compressed from 959760
writing c:\program files (x86)\steam\steamapps	gcujo\sourcesdk_content\hl2\mapsrc\oceannew.bsp
1 second elapsed



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

Loading c:\program files (x86)\steam\steamapps	gcujo\sourcesdk_content\hl2\mapsrc\oceannew.bsp
12467 faces
29970642 square feet [4315772416.00 square inches]
12 Displacements
16757 Square Feet [2413095.00 Square Inches]
12467 patches before subdivision
496483 patches after subdivision
WARNING: light_spot at (289 591 1198) has inner angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (289 591 1198) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (24 458 1198) has inner angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (24 458 1198) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-160 458 1198) has inner angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-160 458 1198) has outer angle larger than 90 degrees! Clamping to 90...
101 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...


materialPath: c:\program files (x86)\steam\steamapps	gcujo\half-life 2 episode two\ep2\materials
Loading C:\Program Files (x86)\Steam\steamapps	gcujo\sourcesdk_content\hl2\mapsrc\oceannew.vmf
Can't find surfaceprop stone for material STONE/INFWLLF, using default
Patching WVT material: maps/oceannew/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/oceannew/concrete/blendbunk_conc01_wvt_patch
Patching WVT material: maps/oceannew/nature/infblendgrassdirt001a_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 (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 530 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
done (0)
writing C:\Program Files (x86)\Steam\steamapps	gcujo\sourcesdk_content\hl2\mapsrc\oceannew.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_10*.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_10*.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) (289541 bytes)
Error! To use model "models/props_foliage/rock_forest02.mdl"
      with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_foliage/rock_forest02.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1320 texinfos to 785
Reduced 251 texdatas to 220 (8369 bytes to 7459)
Writing C:\Program Files (x86)\Steam\steamapps	gcujo\sourcesdk_content\hl2\mapsrc\oceannew.bsp
5 seconds elapsed



4 threads
reading c:\program files (x86)\steam\steamapps	gcujo\sourcesdk_content\hl2\mapsrc\oceannew.bsp
reading c:\program files (x86)\steam\steamapps	gcujo\sourcesdk_content\hl2\mapsrc\oceannew.prt
1935 portalclusters
4823 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 19922 visible clusters (0.00%)
Total clusters visible: 182723
Average clusters visible: 94
Building PAS...
Average clusters audible: 378
visdatasize:239761  compressed from 959760
writing c:\program files (x86)\steam\steamapps	gcujo\sourcesdk_content\hl2\mapsrc\oceannew.bsp
4 seconds elapsed



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

Loading c:\program files (x86)\steam\steamapps	gcujo\sourcesdk_content\hl2\mapsrc\oceannew.bsp
12467 faces
29970642 square feet [4315772416.00 square inches]
12 Displacements
16757 Square Feet [2413095.00 Square Inches]
12467 patches before subdivision
496483 patches after subdivision
WARNING: light_spot at (289 591 1198) has inner angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (289 591 1198) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (24 458 1198) has inner angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (24 458 1198) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-160 458 1198) has inner angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-160 458 1198) has outer angle larger than 90 degrees! Clamping to 90...
101 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 22821983, max 670
transfer lists: 174.1 megs
0...1...2...3...4...5...6...7...8...9...10    Bounce #1 added RGB(494400, 449443, 316953)
0...1...2...3...4...5...6...7...8...9...10    Bounce #2 added RGB(729115, 608353, 239773)
0...1...2...3...4...5...6...7...8...9...10    Bounce #3 added RGB(30069, 22023, 9553)
0...1...2...3...4...5...6...7...8...9...10    Bounce #4 added RGB(15379, 10008, 2547)
0...1...2...3...4...5...6...7...8...9...10    Bounce #5 added RGB(2707, 1509, 428)
0...1...2...3...4...5...6...7...8...9...10    Bounce #6 added RGB(935, 451, 97)
0...1...2...3...4...5...6...7...8...9...10    Bounce #7 added RGB(284, 116, 22)
0...1...2...3...4...5...6...7...8...9...10    Bounce #8 added RGB(96, 33, 5)
0...1...2...3...4...5...6...7...8...9...10    Bounce #9 added RGB(32, 10, 1)
0...1...2...3...4...5...6...7...8...9...10    Bounce #10 added RGB(11, 3, 0)
0...1...2...3...4...5...6...7...8...9...10    Bounce #11 added RGB(4, 1, 0)
0...1...2...3...4...5...6...7...8...9...10    Bounce #12 added RGB(1, 0, 0)
0...1...2...3...4...5...6...7...8...9...10    Bounce #13 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.7401 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                  69/1024         3312/49152    ( 6.7%) 
brushes                783/8192         9396/98304    ( 9.6%) 
brushsides            4933/65536       39464/524288   ( 7.5%) 
planes                2334/65536       46680/1310720  ( 3.6%) 
vertexes             14077/65536      168924/786432   (21.5%) 
nodes                 4338/65536      138816/2097152  ( 6.6%) 
texinfos               785/12288       56520/884736   ( 6.4%) 
texdata                220/2048         7040/65536    (10.7%) 
dispinfos               12/0            2112/0        ( 0.0%) 
disp_verts            2636/0           52720/0        ( 0.0%) 
disp_tris             4608/0            9216/0        ( 0.0%) 
disp_lmsamples       47235/0           47235/0        ( 0.0%) 
faces                12467/65536      698152/3670016  (19.0%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             2366/65536      132496/3670016  ( 3.6%) 
leaves                4408/65536      141056/2097152  ( 6.7%) 
leaffaces            13275/65536       26550/131072   (20.3%) 
leafbrushes           3703/65536        7406/131072   ( 5.7%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            62741/512000     250964/2048000  (12.3%) 
edges                34863/256000     139452/1024000  (13.6%) 
LDR worldlights        101/8192         8888/720896   ( 1.2%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            2/32768          24/393216   ( 0.0%) 
waterstrips            459/32768        4590/327680   ( 1.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          8724/65536       17448/131072   (13.3%) 
cubemapsamples          34/1024          544/16384    ( 3.3%) 
overlays                 2/512           704/180224   ( 0.4%) 
LDR lightdata         [variable]    16536544/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      239761/16777216 ( 1.4%) 
entdata               [variable]      193864/393216   (49.3%) 
LDR ambient table     4408/65536       17632/262144   ( 6.7%) 
HDR ambient table     4408/65536       17632/262144   ( 6.7%) 
LDR leaf ambient     18205/65536      509740/1835008  (27.8%) 
HDR leaf ambient      4408/65536      123424/1835008  ( 6.7%) 
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]           1/15280    ( 0.0%) 
pakfile               [variable]     3067538/0        ( 0.0%) 
physics               [variable]      289541/4194304  ( 6.9%) 
physics terrain       [variable]        1210/1048576  ( 0.1%) 

Level flags = 0

Total triangle count: 28348
Writing c:\program files (x86)\steam\steamapps	gcujo\sourcesdk_content\hl2\mapsrc\oceannew.bsp
2 minutes, 31 seconds elapsed



Too many unique verts, max = 65536 (map has too much brush geometry)

your issue

Really? It doesnt feel like it has that much. The compile log I posted there was found as a file with the vmf, let me give you the hammer one.
Also does this tell us anything?

http://filesmelt.com/dl/mapinfo.PNG

Your light_spots have an angle larger than 90 degrees which explains your lighting problem.

You probably made a displacement from a nodraw brush and didn’t retexture it. Replace the nodraw texture with another one, and try recompiling.

And I can’t really see where it cuts off. Could you post a screenshot of the same area viewed in Hammer?

In the first picture your supposed to see the ocean fade off into a fog.

[editline]06:29PM[/editline]

Well now despite getting no issues from here

The problem is still persisting.
Anything wrong with these

http://filesmelt.com/dl/obj.PNG

http://filesmelt.com/dl/fog.PNG

The real problem why your map is fullbright is because it doesn’t have any lighting, I recommend placing at least 1 light entity in the map

You’ve decompiled it?

Yeah, in the early stages my dumb-ass decided to scale it for fun D: