Props, vehicule, gun luminosity or reflect is to high !

Hi, 1 week ago in hammer I compile my new map for Garry’s Mod (RockFord modified) and when the compile finishing I enter in the game and i see some props, vehicle and gun to luminous. So this is the compiling logs :

** Executing…
** Command: “S:\Steam\steamapps\common\GarrysMod\bin\vbsp.exe”
** Parameters: -notjunc -game “S:\Steam\steamapps\common\GarrysMod\garrysmod” “s:\map garry’s mod\rp_rockford_origine”

Valve Software - vbsp.exe (Mar 14 2016)
notjunc = true
4 threads
materialPath: S:\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading s:\map garry’s mod\rp_rockford_origine.vmf
Error! Variable “%keywords” is multiply defined in material “plaster/plaster_ext_02”!
Can’t find surfaceprop sheetrock for material PLASTER/PLASTER_INT_18, using default
ConVarRef mat_reduceparticles doesn’t point to an existing ConVar
Can’t find surfaceprop marble for material AGENCY/FLOOR/MARBLE01A, using default
Can’t find surfaceprop marble for material AGENCY/WALL/MARBLE01, using default
material “nature/cliff01a” not found.
Material not found!: NATURE/CLIFF01A
material “ajacks/ben_paintblue” not found.
Material not found!: AJACKS/BEN_PAINTBLUE
Can’t find surfaceprop marble for material AGENCY/FLOOR/MARBLE02, using default
material “realworldtextures2/ground/carpet_30” not found.
Material not found!: REALWORLDTEXTURES2/GROUND/CARPET_30
Can’t find surfaceprop Rollup for material REALWORLDTEXTURES/NEWER/1/ROLLUP_1_06, using default
Could not locate ‘GameData’ key in s:\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/rp_rockford_origine/statua/nature/rockfordgrass1_wvt_patch
fixing up env_cubemap materials on brush sides…
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (1)
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (0)
Processing areas…done (0)
Building Faces…error: material STATUA/WATER_HRP_MAT doesn’t have a $bottommaterial
error: material STATUA/WATER_HRP_MAT doesn’t have a $bottommaterial
error: material STATUA/WATER_HRP_MAT doesn’t have a $bottommaterial
done (0)
Chop Details…done (0)
Find Visible Detail Sides…
Merged 2802 detail faces…done (1)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (4)
writing s:\map garry’s mod\rp_rockford_origine.prt…Building visibility clusters…
done (0)
Can’t load skybox file skybox/painted to build the default cubemap!
Can’t load skybox file skybox/painted to build the default cubemap!
Finding displacement neighbors…
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions…
Displacement Alpha : 0…1…2…3…4…5…6…7…8…9…10
Can’t find surfaceprop asphalt for material concrete/roadcrosswalk_overlay, using default
Can’t find surfaceprop asphalt for material concrete/roadcrosswalk_overlay_2, using default
Building Physics collision data…
done (3) (2751904 bytes)
Error loading studio model “models/props_interiors/dining_table_round.mdl”!
Error loading studio model “models/props_foliage/tree_base_bushes01.mdl”!
Error loading studio model “models/props_junk/petfoodbag01.mdl”!
Error loading studio model “models/props_interiors/refrigerator03.mdl”!
Error loading studio model “models/props_foliage/maple_001_l.mdl”!
Error loading studio model “models/props_interiors/styrofoam_cups.mdl”!
Error loading studio model “models/props_unique/airport/trash_bin1.mdl”!
Error loading studio model “models/props_interiors/industrial_table01.mdl”!
Error loading studio model “models/props_interiors/trashcan01.mdl”!
Error loading studio model “models/props_junk/dumpster.mdl”!
Error loading studio model “models/props_rooftop/chimneypipe_cluster02a.mdl”!
Error loading studio model “models/props_foliage/urban_streettree01.mdl”!
Error loading studio model “models/props_interiors/chairs_airport.mdl”!
Error loading studio model “models/props_foliage/mall_bush02.mdl”!
Error loading studio model “models/props_buildings/watertower_001a.mdl”!
Error loading studio model “models/props_foliage/mall_bigleaves_plant03.mdl”!
Error loading studio model “models/props_foliage/mall_pot_large01.mdl”!
Error! prop_static using model “models/props_junk/trafficcone001a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_junk/trafficcone001a.mdl”!
Static prop models/props/cs_office/light_inset.mdl outside the map (-9192.81, -8036.37, 119.74)
Static prop models/props/cs_office/light_inset.mdl outside the map (-9096.81, -8036.37, 119.74)
Static prop models/props/cs_office/light_inset.mdl outside the map (-9096.81, -8228.37, 119.74)
Static prop models/props/cs_office/light_inset.mdl outside the map (-9192.81, -8228.37, 119.74)
Static prop models/props/cs_office/light_inset.mdl outside the map (-9288.81, -8228.37, 119.74)
Placing detail props : 0…1…2…3…4…5…6…7…8…9.Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
.Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
.10
Compacting texture/material tables…
Reduced 12935 texinfos to 7516
Reduced 1614 texdatas to 1405 (87381 bytes to 78220)
Writing s:\map garry’s mod\rp_rockford_origine.bsp
29 seconds elapsed
-19.913599 -4.225430 0.000000
-22.250401 -3.887319 0.000000
-19.913599 -3.496582 0.000000
-21.666201 -4.552552 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-0.000025 -0.973706 0.000000
-0.244047 -1.169528 0.000000
-0.244047 1.169528 0.000000
-0.244047 0.000000 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing…
** Command: “S:\Steam\steamapps\common\GarrysMod\bin\vvis.exe”
** Parameters: -game “S:\Steam\steamapps\common\GarrysMod\garrysmod” “s:\map garry’s mod\rp_rockford_origine”

Valve Software - vvis.exe (Dec 9 2014)
4 threads
reading s:\map garry’s mod\rp_rockford_origine.bsp
reading s:\map garry’s mod\rp_rockford_origine.prt
5040 portalclusters
13783 numportals
BasePortalVis: 0…1…2…3…4…5…6…7…8…9…10 (4)
PortalFlow: 0…1…2…3…4…5…6…7…8…9…10 (8105)
Optimized: 49883 visible clusters (1.56%)
Total clusters visible: 3207578
Average clusters visible: 636
Building PAS…
Average clusters audible: 2536
visdatasize:2934884 compressed from 6370560
writing s:\map garry’s mod\rp_rockford_origine.bsp
2 hours, 15 minutes, 9 seconds elapsed

** Executing…
** Command: “S:\Steam\steamapps\common\GarrysMod\bin\vrad.exe”
** Parameters: -both -final -game “S:\Steam\steamapps\common\GarrysMod\garrysmod” “s:\map garry’s mod\rp_rockford_origine”

Valve Software - vrad.exe SSE (Dec 9 2014)

  Valve Radiosity Simulator     

4 threads
[Reading texlights from ‘lights.rad’]
[45 texlights parsed from ‘lights.rad’]

Loading s:\map garry’s mod\rp_rockford_origine.bsp
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Setting up ray-trace acceleration structure… Done (15.13 seconds)
33661 faces
16 degenerate faces
23042650 square feet [3318141440.00 square inches]
1301 Displacements
8895342 Square Feet [1280929280.00 Square Inches]
33645 patches before subdivision
725877 patches after subdivision
sun extent from map=0.000000
sun extent from map=0.000000
1111 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (1754)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (207)
transfers 84460991, max 2585
transfer lists: 644.4 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #1 added RGB(1119543, 1006750, 861755)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #2 added RGB(446168, 371851, 268568)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #3 added RGB(189611, 149422, 96579)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #4 added RGB(87628, 67011, 39483)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #5 added RGB(42652, 31771, 17077)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #6 added RGB(21219, 15460, 7592)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #7 added RGB(10955, 7791, 3480)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #8 added RGB(5682, 3952, 1608)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #9 added RGB(3021, 2049, 756)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #10 added RGB(1606, 1064, 357)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #11 added RGB(868, 560, 170)
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GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #13 added RGB(256, 157, 39)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #14 added RGB(139, 84, 19)
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Bounce #15 added RGB(77, 45, 9)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
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Bounce #23 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.3726 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (42)
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 (39)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 176/1024 8448/49152 (17.2%)
brushes 7622/8192 91464/98304 (93.0%) VERY FULL!
brushsides 53721/65536 429768/524288 (82.0%) VERY FULL!
planes 26334/65536 526680/1310720 (40.2%)
vertexes 64023/65536 768276/786432 (97.7%) VERY FULL!
nodes 12247/65536 391904/2097152 (18.7%)
texinfos 7516/12288 541152/884736 (61.2%)
texdata 1405/2048 44960/65536 (68.6%)
dispinfos 1301/0 228976/0 ( 0.0%)
disp_verts 77437/0 1548740/0 ( 0.0%)
disp_tris 118624/0 237248/0 ( 0.0%)
disp_lmsamples 7839008/0 7839008/0 ( 0.0%)
faces 33661/65536 1885016/3670016 (51.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 21072/65536 1180032/3670016 (32.2%)
leaves 12424/65536 397568/2097152 (19.0%)
leaffaces 41231/65536 82462/131072 (62.9%)
leafbrushes 17755/65536 35510/131072 (27.1%)
areas 11/256 88/2048 ( 4.3%)
surfedges 219271/512000 877084/2048000 (42.8%)
edges 161409/256000 645636/1024000 (63.1%)
LDR worldlights 1110/8192 97680/720896 (13.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 352/1024 5632/16384 (34.4%)
overlays 149/512 52448/180224 (29.1%)
LDR lightdata [variable] 42367820/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 2934884/16777216 (17.5%)
entdata [variable] 921097/393216 (234.2%) VERY FULL!
LDR ambient table 12424/65536 49696/262144 (19.0%)
HDR ambient table 12424/65536 49696/262144 (19.0%)
LDR leaf ambient 63428/65536 1775984/1835008 (96.8%) VERY FULL!
HDR leaf ambient 12424/65536 347872/1835008 (19.0%)
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] 1/293524 ( 0.0%)
pakfile [variable] 444712/0 ( 0.0%)
physics [variable] 2751904/4194304 (65.6%)
physics terrain [variable] 317623/1048576 (30.3%)

Level flags = 0

Total triangle count: 67466
Writing s:\map garry’s mod\rp_rockford_origine.bsp
34 minutes, 25 seconds elapsed
Valve Software - vrad.exe SSE (Dec 9 2014)

  Valve Radiosity Simulator     

4 threads
[Reading texlights from ‘lights.rad’]
[45 texlights parsed from ‘lights.rad’]

Loading s:\map garry’s mod\rp_rockford_origine.bsp
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Setting up ray-trace acceleration structure… Done (15.05 seconds)
33661 faces
16 degenerate faces
23042650 square feet [3318141440.00 square inches]
1301 Displacements
8895342 Square Feet [1280929280.00 Square Inches]
33645 patches before subdivision
725877 patches after subdivision
sun extent from map=0.000000
sun extent from map=0.000000
1111 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (1701)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (190)
transfers 84462389, max 2585
transfer lists: 644.4 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #1 added RGB(1109239, 983604, 817716)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #2 added RGB(444726, 368779, 263624)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #3 added RGB(189361, 148946, 95884)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #4 added RGB(87566, 66903, 39337)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #5 added RGB(42633, 31741, 17038)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #6 added RGB(21213, 15450, 7580)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #7 added RGB(10953, 7787, 3476)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #8 added RGB(5681, 3950, 1606)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #9 added RGB(3020, 2048, 756)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #10 added RGB(1606, 1063, 357)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #11 added RGB(868, 560, 170)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #12 added RGB(468, 295, 81)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #13 added RGB(256, 157, 39)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #14 added RGB(139, 84, 19)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #15 added RGB(77, 45, 9)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #16 added RGB(42, 24, 4)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #17 added RGB(23, 13, 2)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #18 added RGB(13, 7, 1)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #19 added RGB(7, 4, 1)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #20 added RGB(4, 2, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #21 added RGB(2, 1, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #22 added RGB(1, 1, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #23 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.3980 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (41)
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 (38)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 176/1024 8448/49152 (17.2%)
brushes 7622/8192 91464/98304 (93.0%) VERY FULL!
brushsides 53721/65536 429768/524288 (82.0%) VERY FULL!
planes 26334/65536 526680/1310720 (40.2%)
vertexes 64023/65536 768276/786432 (97.7%) VERY FULL!
nodes 12247/65536 391904/2097152 (18.7%)
texinfos 7516/12288 541152/884736 (61.2%)
texdata 1405/2048 44960/65536 (68.6%)
dispinfos 1301/0 228976/0 ( 0.0%)
disp_verts 77437/0 1548740/0 ( 0.0%)
disp_tris 118624/0 237248/0 ( 0.0%)
disp_lmsamples 7839008/0 7839008/0 ( 0.0%)
faces 33661/65536 1885016/3670016 (51.4%)
hdr faces 33661/65536 1885016/3670016 (51.4%)
origfaces 21072/65536 1180032/3670016 (32.2%)
leaves 12424/65536 397568/2097152 (19.0%)
leaffaces 41231/65536 82462/131072 (62.9%)
leafbrushes 17755/65536 35510/131072 (27.1%)
areas 11/256 88/2048 ( 4.3%)
surfedges 219271/512000 877084/2048000 (42.8%)
edges 161409/256000 645636/1024000 (63.1%)
LDR worldlights 1110/8192 97680/720896 (13.5%)
HDR worldlights 1110/8192 97680/720896 (13.5%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 352/1024 5632/16384 (34.4%)
overlays 149/512 52448/180224 (29.1%)
LDR lightdata [variable] 42367820/0 ( 0.0%)
HDR lightdata [variable] 42367820/0 ( 0.0%)
visdata [variable] 2934884/16777216 (17.5%)
entdata [variable] 921097/393216 (234.2%) VERY FULL!
LDR ambient table 12424/65536 49696/262144 (19.0%)
HDR ambient table 12424/65536 49696/262144 (19.0%)
LDR leaf ambient 63428/65536 1775984/1835008 (96.8%) VERY FULL!
HDR leaf ambient 62391/65536 1746948/1835008 (95.2%) VERY FULL!
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] 1/293524 ( 0.0%)
pakfile [variable] 444712/0 ( 0.0%)
physics [variable] 2751904/4194304 (65.6%)
physics terrain [variable] 317623/1048576 (30.3%)

Level flags = 0

Total triangle count: 67466
Writing s:\map garry’s mod\rp_rockford_origine.bsp
33 minutes, 14 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “s:\map garry’s mod\rp_rockford_origine.bsp” “S:\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_rockford_origine.bsp”

** Executing…
** Command: “S:\Steam\steamapps\common\GarrysMod\hl2.exe”
** Parameters: -dev -console -allowdebug -game “S:\Steam\steamapps\common\GarrysMod\garrysmod” +map “rp_rockford_origine”

Some picture of the problem :

http://www.noelshack.com/2016-50-1482062855-20161218065355-1.jpg

http://www.noelshack.com/2016-50-1482062895-20161218065201-1.jpg

http://www.noelshack.com/2016-50-1482062916-20161218065154-1.jpg

http://www.noelshack.com/2016-50-1482062938-20161218065133-1.jpg

http://www.noelshack.com/2016-50-1482062954-20161218065142-1.jpg

Please I need help fast !

Tanks you

Cant load the Pictures for some reason but it seams this is a decompiled map. So you don’t have the materials. The log says the same. Vrad doesnt know how to react to the missing textures and ignores them. Therefore you get “Fulbright” textures.
Contact the original creator and ask for all the content or get it from the bsp.

You need to build the cubemaps.