Vrad.exe has stopped working

K i can find no answer all over the internet. Basicly i keep running a map and at the end it says vrad.exe has stopped working, it runs the map but the map is fullbright and i don’t know why. here is compile log.
It also says that there is a lamp model outside of map but when i go to the coordinates there is nothing there.

Help please!


materialPath: c:\program files\steam\steamapps
afarias@sfcn.org\half-life 2 episode two\ep2\materials
Loading C:\Avery's Folder\Gm_AirandLand_Ultimate.vmf
material "de_nuke/nuke_metaltrims_01" not found.
Material not found!: DE_NUKE/NUKE_METALTRIMS_01
Patching WVT material: maps/gm_airandland_ultimate/nature/blendgrassgrass001a_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 460 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Avery's Folder\Gm_AirandLand_Ultimate.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_02*.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_02*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
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
Building Physics collision data...
done (1) (219607 bytes)
Static prop models/props_wasteland/prison_lamp001a.mdl outside the map (-5483.16, 4174.91, 375.52)
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 1169 texinfos to 779
Reduced 58 texdatas to 51 (1651 bytes to 1278)
Writing C:\Avery's Folder\Gm_AirandLand_Ultimate.bsp
14 seconds elapsed



2 threads
reading c:\avery's folder\Gm_AirandLand_Ultimate.bsp
reading c:\avery's folder\Gm_AirandLand_Ultimate.prt
1328 portalclusters
3709 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 18196 visible clusters (0.00%)
Total clusters visible: 1678442
Average clusters visible: 1263
Building PAS...
Average clusters audible: 1327
visdatasize:449413  compressed from 446208
writing c:\avery's folder\Gm_AirandLand_Ultimate.bsp
3 seconds elapsed



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

Loading c:\avery's folder\Gm_AirandLand_Ultimate.bsp
9153 faces
1 degenerate faces
11731756 square feet [1689372928.00 square inches]
12 Displacements
159580 Square Feet [22979584.00 Square Inches]
9152 patches before subdivision
361164 patches after subdivision
88 direct lights
0...1...2...3...4...5...6...7...8.
WARNING: Too many light styles on a face at (-5045.000000, 3896.000000, 300.000000)

WARNING: Too many light styles on a face at (-5094.000000, 3992.000000, 192.000000)

WARNING: Too many light styles on a face at (-5105.000000, 3992.000000, 192.000000)

WARNING: Too many light styles on a face at (-5113.000000, 3992.000000, 192.000000)

WARNING: Too many light styles on a face at (-5192.000000, 3992.000000, 192.000000)

WARNING: Too many light styles on a face at (-5383.000000, 3558.000000, 192.000000)
.
WARNING: Too many light styles on a face at (-5394.000000, 3800.000000, 192.000000)

WARNING: Too many light styles on a face at (-5394.000000, 3559.000000, 192.000000)

WARNING: Too many light styles on a face at (-5608.000000, 3556.000000, 192.000000)

WARNING: Too many light styles on a face at (-5480.000000, 3800.000000, 192.000000)

WARNING: Too many light styles on a face at (-5720.000000, 3592.000000, 192.000000)

WARNING: Too many light styles on a face at (-5720.000000, 3096.006348, 192.000000)

WARNING: Too many light styles on a face at (-5656.000000, 3704.000000, 192.000000)
.
WARNING: Too many light styles on a face at (-5781.000000, 2328.000000, 193.500000)

WARNING: Too many light styles on a face at (-5252.000000, 3064.000000, 192.000000)

WARNING: Too many light styles on a face at (-5720.000000, 3064.000000, 192.000000)

WARNING: Too many light styles on a face at (-5779.000000, 2568.000000, 192.000000)

WARNING: Too many light styles on a face at (-5283.004883, 3064.000000, 192.000000)

WARNING: Too many light styles on a face at (-5283.004883, 2568.000000, 192.000000)
9...100...1...2...3...4...5...6...7...8...9...10transfers 143631478, max 5566
transfer lists: 1095.8 megs
0...1...2...3...4...5...6...7...8...9...10	Bounce #1 added RGB(910452, 855716, 396253)
0...1...2...3...4...5...6...7...8...9...10	Bounce #2 added RGB(105590, 89182, 35831)
0...1...2...3...4...5...6...7...8...9...10	Bounce #3 added RGB(14324, 10433, 4357)
0...1...2...3...4...5...6...7...8...9...10	Bounce #4 added RGB(3136, 2057, 888)
0...1...2...3...4...5...6...7...8...9...10	Bounce #5 added RGB(784, 481, 216)
0...1...2...3...4...5...6...7...8...9...10	Bounce #6 added RGB(211, 126, 57)
0...1...2...3...4...5...6...7...8...9...10	Bounce #7 added RGB(58, 35, 16)
0...1...2...3...4...5...6...7...8...9...10	Bounce #8 added RGB(16, 10, 4)
0...1...2...3...4...5...6...7...8...9...10	Bounce #9 added RGB(5, 3, 1)
0...1...2...3...4...5...6...7...8...9...10	Bounce #10 added RGB(1, 1, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #11 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<29.7587 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
64 of 64 (100% 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                  10/1024          480/49152    ( 1.0%) 
brushes                561/8192         6732/98304    ( 6.8%) 
brushsides            6046/65536       48368/524288   ( 9.2%) 
planes                7950/65536      159000/1310720  (12.1%) 
vertexes             12497/65536      149964/786432   (19.1%) 
nodes                 3077/65536       98464/2097152  ( 4.7%) 
texinfos               779/12288       56088/884736   ( 6.3%) 
texdata                 51/2048         1632/65536    ( 2.5%) 
dispinfos               12/0            2112/0        ( 0.0%) 
disp_verts            3468/0           69360/0        ( 0.0%) 
disp_tris             6144/0           12288/0        ( 0.0%) 
disp_lmsamples      149752/0          149752/0        ( 0.0%) 
faces                 9153/65536      512568/3670016  (14.0%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             2269/65536      127064/3670016  ( 3.5%) 
leaves                3088/65536       98816/2097152  ( 4.7%) 
leaffaces            10267/65536       20534/131072   (15.7%) 
leafbrushes           3075/65536        6150/131072   ( 4.7%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            48954/512000     195816/2048000  ( 9.6%) 
edges                26856/256000     107424/1024000  (10.5%) 
LDR worldlights         88/8192         7744/720896   ( 1.1%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips            524/32768        5240/327680   ( 1.6%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          7317/65536       14634/131072   (11.2%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]    17016920/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      449413/16777216 ( 2.7%) 
entdata               [variable]       29454/393216   ( 7.5%) 
LDR ambient table     3088/65536       12352/262144   ( 4.7%) 
HDR ambient table     3088/65536       12352/262144   ( 4.7%) 
LDR leaf ambient     15849/65536      443772/1835008  (24.2%) 
HDR leaf ambient      3088/65536       86464/1835008  ( 4.7%) 
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]           1/4770     ( 0.0%) 
pakfile               [variable]      213883/0        ( 0.0%) 
physics               [variable]      219607/4194304  ( 5.2%) 
physics terrain       [variable]        2728/1048576  ( 0.3%) 

Level flags = 0

Total triangle count: 21696
Writing c:\avery's folder\Gm_AirandLand_Ultimate.bsp
18 minutes, 31 seconds elapsed



materialPath: c:\program files\steam\steamapps
afarias@sfcn.org\half-life 2 episode two\ep2\materials
Loading C:\Avery's Folder\Gm_AirandLand_Ultimate.vmf
material "de_nuke/nuke_metaltrims_01" not found.
Material not found!: DE_NUKE/NUKE_METALTRIMS_01
Patching WVT material: maps/gm_airandland_ultimate/nature/blendgrassgrass001a_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 442 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Avery's Folder\Gm_AirandLand_Ultimate.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_02*.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_02*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
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
Building Physics collision data...
done (1) (264165 bytes)
Static prop models/props_wasteland/prison_lamp001a.mdl outside the map (-5483.16, 4174.91, 375.52)
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 1363 texinfos to 862
Reduced 68 texdatas to 60 (1885 bytes to 1491)
Writing C:\Avery's Folder\Gm_AirandLand_Ultimate.bsp
23 seconds elapsed



2 threads
reading c:\avery's folder\Gm_AirandLand_Ultimate.bsp
reading c:\avery's folder\Gm_AirandLand_Ultimate.prt
1900 portalclusters
4906 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 20531 visible clusters (0.00%)
Total clusters visible: 2075587
Average clusters visible: 1092
Building PAS...
Average clusters audible: 1157
visdatasize:926090  compressed from 912000
writing c:\avery's folder\Gm_AirandLand_Ultimate.bsp
3 seconds elapsed



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

Loading c:\avery's folder\Gm_AirandLand_Ultimate.bsp
14088 faces
2 degenerate faces
21436896 square feet [3086913024.00 square inches]
12 Displacements
159580 Square Feet [22979584.00 Square Inches]
14086 patches before subdivision
623330 patches after subdivision
95 direct lights
0...1...2...3...4...5...6...7...8
WARNING: Too many light styles on a face at (-5045.000000, 3896.000000, 300.000000)

WARNING: Too many light styles on a face at (-5094.000000, 3992.000000, 192.000000)

WARNING: Too many light styles on a face at (-5105.000000, 3992.000000, 192.000000)

WARNING: Too many light styles on a face at (-5113.000000, 3992.000000, 192.000000)

WARNING: Too many light styles on a face at (-5192.000000, 3992.000000, 192.000000)

WARNING: Too many light styles on a face at (-5383.000000, 3558.000000, 192.000000)

WARNING: Too many light styles on a face at (-5720.000000, 3592.000000, 192.000000)

WARNING: Too many light styles on a face at (-5720.000000, 3096.006348, 192.000000)

WARNING: Too many light styles on a face at (-5394.000000, 3800.000000, 192.000000)

WARNING: Too many light styles on a face at (-5394.000000, 3559.000000, 192.000000)

WARNING: Too many light styles on a face at (-5656.000000, 3704.000000, 192.000000)

WARNING: Too many light styles on a face at (-5480.000000, 3800.000000, 192.000000)

WARNING: Too many light styles on a face at (-5608.000000, 3556.000000, 192.000000)
..
WARNING: Too many light styles on a face at (-5781.000000, 2328.000000, 193.500000)

WARNING: Too many light styles on a face at (-5252.000000, 3064.000000, 192.000000)

WARNING: Too many light styles on a face at (-5720.000000, 3064.000000, 192.000000)

WARNING: Too many light styles on a face at (-5779.000000, 2568.000000, 192.000000)

WARNING: Too many light styles on a face at (-5283.004883, 3064.000000, 192.000000)

WARNING: Too many light styles on a face at (-5283.004883, 2568.000000, 192.000000)
.9...100...1...2...3...4...5...6.


materialPath: c:\program files\steam\steamapps
afarias@sfcn.org\half-life 2 episode two\ep2\materials
Loading C:\Avery's Folder\Gm_AirandLand_Ultimate.vmf
material "de_nuke/nuke_metaltrims_01" not found.
Material not found!: DE_NUKE/NUKE_METALTRIMS_01
Patching WVT material: maps/gm_airandland_ultimate/nature/blendgrassgrass001a_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 442 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Avery's Folder\Gm_AirandLand_Ultimate.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_06*.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_06*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
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
Building Physics collision data...
done (0) (264165 bytes)
Static prop models/props_wasteland/prison_lamp001a.mdl outside the map (-5483.16, 4174.91, 375.52)
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 1363 texinfos to 863
Reduced 68 texdatas to 60 (1885 bytes to 1491)
Writing C:\Avery's Folder\Gm_AirandLand_Ultimate.bsp
14 seconds elapsed



2 threads
reading c:\avery's folder\Gm_AirandLand_Ultimate.bsp
reading c:\avery's folder\Gm_AirandLand_Ultimate.prt
1904 portalclusters
4917 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 21218 visible clusters (0.00%)
Total clusters visible: 2106002
Average clusters visible: 1106
Building PAS...
Average clusters audible: 1172
visdatasize:932513  compressed from 913920
writing c:\avery's folder\Gm_AirandLand_Ultimate.bsp
3 seconds elapsed



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

Loading c:\avery's folder\Gm_AirandLand_Ultimate.bsp
10240 faces
2 degenerate faces
18264309 square feet [2630060544.00 square inches]
12 Displacements
159580 Square Feet [22979584.00 Square Inches]
10238 patches before subdivision
371402 patches after subdivision
95 direct lights
0...1...2...3...4...5...6...7...
WARNING: Too many light styles on a face at (-5045.000000, 3896.000000, 300.000000)
8
WARNING: Too many light styles on a face at (-5094.000000, 3992.000000, 192.000000)

WARNING: Too many light styles on a face at (-5105.000000, 3992.000000, 192.000000)

WARNING: Too many light styles on a face at (-5113.000000, 3992.000000, 192.000000)

WARNING: Too many light styles on a face at (-5192.000000, 3992.000000, 192.000000)

WARNING: Too many light styles on a face at (-5383.000000, 3558.000000, 192.000000)

WARNING: Too many light styles on a face at (-5720.000000, 3592.000000, 192.000000)

WARNING: Too many light styles on a face at (-5720.000000, 3096.006348, 192.000000)

WARNING: Too many light styles on a face at (-5656.000000, 3704.000000, 192.000000)

WARNING: Too many light styles on a face at (-5394.000000, 3800.000000, 192.000000)

WARNING: Too many light styles on a face at (-5394.000000, 3559.000000, 192.000000)

WARNING: Too many light styles on a face at (-5480.000000, 3800.000000, 192.000000)

WARNING: Too many light styles on a face at (-5608.000000, 3556.000000, 192.000000)
.
WARNING: Too many light styles on a face at (-5781.000000, 2328.000000, 193.500000)

WARNING: Too many light styles on a face at (-5252.000000, 3064.000000, 192.000000)

WARNING: Too many light styles on a face at (-5720.000000, 3064.000000, 192.000000)

WARNING: Too many light styles on a face at (-5779.000000, 2568.000000, 192.000000)

WARNING: Too many light styles on a face at (-5283.004883, 3064.000000, 192.000000)

WARNING: Too many light styles on a face at (-5283.004883, 2568.000000, 192.000000)
..9...100...1...2...3...4...5...6...7...8...9...10transfers 149634131, max 5703
transfer lists: 1141.6 megs
0...1...2...3...4...5...6...7...8...9...10	Bounce #1 added RGB(1212849, 790587, 236332)
0...1...2...3...4...5...6...7...8...9...10	Bounce #2 added RGB(139745, 81514, 20246)
0...1...2...3...4...5...6...7...8...9...10	Bounce #3 added RGB(19086, 9818, 2507)
0...1...2...3...4...5...6...7...8...9...10	Bounce #4 added RGB(4165, 1959, 500)
0...1...2...3...4...5...6...7...8...9...10	Bounce #5 added RGB(1041, 464, 120)
0...1...2...3...4...5...6...7...8...9...10	Bounce #6 added RGB(281, 123, 31)
0...1...2...3...4...5...6...7...8...9...10	Bounce #7 added RGB(78, 35, 9)
0...1...2...3...4...5...6...7...8...9...10	Bounce #8 added RGB(22, 10, 2)
0.


materialPath: c:\program files\steam\steamapps
afarias@sfcn.org\half-life 2 episode two\ep2\materials
Loading C:\Avery's Folder\Gm_AirandLand_Ultimate.vmf
material "de_nuke/nuke_metaltrims_01" not found.
Material not found!: DE_NUKE/NUKE_METALTRIMS_01
Patching WVT material: maps/gm_airandland_ultimate/nature/blendgrassgrass001a_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 454 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Avery's Folder\Gm_AirandLand_Ultimate.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_06*.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_06*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
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
Building Physics collision data...
done (1) (333178 bytes)
Static prop models/props_wasteland/prison_lamp001a.mdl outside the map (-5483.16, 4174.91, 375.52)
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 1836 texinfos to 1208
Reduced 84 texdatas to 76 (2341 bytes to 1904)
Writing C:\Avery's Folder\Gm_AirandLand_Ultimate.bsp
16 seconds elapsed



2 threads
reading c:\avery's folder\Gm_AirandLand_Ultimate.bsp
reading c:\avery's folder\Gm_AirandLand_Ultimate.prt
2011 portalclusters
5183 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5.


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

Loading c:\avery's folder\Gm_AirandLand_Ultimate.bsp
No vis information, direct lighting only.
12338 faces
1 degenerate faces
21475729 square feet [3092505088.00 square inches]
12 Displacements
159580 Square Feet [22979584.00 Square Inches]
103 direct lights
0...1...2...3...4...5...6...7..
WARNING: Too many light styles on a face at (-5045.000000, 3896.000000, 300.000000)

WARNING: Too many light styles on a face at (-5094.000000, 3992.000000, 192.000000)

WARNING: Too many light styles on a face at (-5105.000000, 3992.000000, 192.000000)

WARNING: Too many light styles on a face at (-5113.000000, 3992.000000, 192.000000)
.
WARNING: Too many light styles on a face at (-5192.000000, 3992.000000, 192.000000)

WARNING: Too many light styles on a face at (-5383.000000, 3558.000000, 192.000000)

WARNING: Too many light styles on a face at (-5720.000000, 3592.000000, 192.000000)

WARNING: Too many light styles on a face at (-5720.000000, 3096.006348, 192.000000)

WARNING: Too many light styles on a face at (-5394.000000, 3800.000000, 192.000000)

WARNING: Too many light styles on a face at (-5394.000000, 3559.000000, 192.000000)

WARNING: Too many light styles on a face at (-5656.000000, 3704.000000, 192.000000)

WARNING: Too many light styles on a face at (-5480.000000, 3800.000000, 192.000000)

WARNING: Too many light styles on a face at (-5608.000000, 3556.000000, 192.000000)
8
WARNING: Too many light styles on a face at (-5781.000000, 2328.000000, 193.500000)

WARNING: Too many light styles on a face at (-5252.000000, 3064.000000, 192.000000)

WARNING: Too many light styles on a face at (-5720.000000, 3064.000000, 192.000000)

WARNING: Too many light styles on a face at (-5779.000000, 2568.000000, 192.000000)

WARNING: Too many light styles on a face at (-5283.004883, 3064.000000, 192.000000)

WARNING: Too many light styles on a face at (-5283.004883, 2568.000000, 192.000000)
...9...10Build Patch/Sample Hash Table(s).....Done<0.5918 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
64 of 64 (100% 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                  56/1024         2688/49152    ( 5.5%) 
brushes                782/8192         9384/98304    ( 9.5%) 
brushsides            7589/65536       60712/524288   (11.6%) 
planes                9366/65536      187320/1310720  (14.3%) 
vertexes             17129/65536      205548/786432   (26.1%) 
nodes                 5162/65536      165184/2097152  ( 7.9%) 
texinfos              1208/12288       86976/884736   ( 9.8%) 
texdata                 76/2048         2432/65536    ( 3.7%) 
dispinfos               12/0            2112/0        ( 0.0%) 
disp_verts            3468/0           69360/0        ( 0.0%) 
disp_tris             6144/0           12288/0        ( 0.0%) 
disp_lmsamples      149752/0          149752/0        ( 0.0%) 
faces                12338/65536      690928/3670016  (18.8%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             3254/65536      182224/3670016  ( 5.0%) 
leaves                5219/65536      167008/2097152  ( 8.0%) 
leaffaces            13904/65536       27808/131072   (21.2%) 
leafbrushes           3571/65536        7142/131072   ( 5.4%) 
areas                    4/256            32/2048     ( 1.6%) 
surfedges            67754/512000     271016/2048000  (13.2%) 
edges                37193/256000     148772/1024000  (14.5%) 
LDR worldlights        102/8192         8976/720896   ( 1.2%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips            708/32768        7080/327680   ( 2.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         10344/65536       20688/131072   (15.8%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 7/512          2464/180224   ( 1.4%) 
LDR lightdata         [variable]    22878300/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]       74666/393216   (19.0%) 
LDR ambient table     5219/65536       20876/262144   ( 8.0%) 
HDR ambient table     5219/65536       20876/262144   ( 8.0%) 
LDR leaf ambient     25059/65536      701652/1835008  (38.2%) 
HDR leaf ambient      5219/65536      146132/1835008  ( 8.0%) 
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]           1/7382     ( 0.0%) 
pakfile               [variable]      214258/0        ( 0.0%) 
physics               [variable]      333178/4194304  ( 7.9%) 
physics terrain       [variable]        2742/1048576  ( 0.3%) 

Level flags = 0

Total triangle count: 29960
Writing c:\avery's folder\Gm_AirandLand_Ultimate.bsp
8 minutes, 39 seconds elapsed



materialPath: c:\program files\steam\steamapps
afarias@sfcn.org\half-life 2 episode two\ep2\materials
Loading C:\Avery's Folder\Gm_AirandLand_Ultimate.vmf
material "de_nuke/nuke_metaltrims_01" not found.
Material not found!: DE_NUKE/NUKE_METALTRIMS_01
Patching WVT material: maps/gm_airandland_ultimate/nature/blendgrassgrass001a_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 204 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Avery's Folder\Gm_AirandLand_Ultimate.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_06*.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_06*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
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
Building Physics collision data...
done (1) (304507 bytes)
Static prop models/props_wasteland/prison_lamp001a.mdl outside the map (-5483.16, 4174.91, 375.52)
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 1610 texinfos to 1089
Reduced 85 texdatas to 77 (2370 bytes to 1933)
Writing C:\Avery's Folder\Gm_AirandLand_Ultimate.bsp
26 seconds elapsed



2 threads
reading c:\avery's folder\Gm_AirandLand_Ultimate.bsp
reading c:\avery's folder\Gm_AirandLand_Ultimate.prt
2000 portalclusters
5137 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 21371 visible clusters (0.00%)
Total clusters visible: 2368853
Average clusters visible: 1184
Building PAS...
Average clusters audible: 1257
visdatasize:1025333  compressed from 1024000
writing c:\avery's folder\Gm_AirandLand_Ultimate.bsp
4 seconds elapsed



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

Loading c:\avery's folder\Gm_AirandLand_Ultimate.bsp
15499 faces
1 degenerate faces
24388341 square feet [3511921152.00 square inches]
12 Displacements
159580 Square Feet [22979584.00 Square Inches]
15498 patches before subdivision
695732 patches after subdivision
114 direct lights
0...1...2.


materialPath: c:\program files\steam\steamapps
afarias@sfcn.org\half-life 2 episode two\ep2\materials
Loading C:\Avery's Folder\Gm_AirandLand_Ultimate.vmf
material "de_nuke/nuke_metaltrims_01" not found.
Material not found!: DE_NUKE/NUKE_METALTRIMS_01
Patching WVT material: maps/gm_airandland_ultimate/nature/blendgrassgrass001a_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 204 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Avery's Folder\Gm_AirandLand_Ultimate.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_06*.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_06*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
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
Building Physics collision data...
done (1) (304507 bytes)
Static prop models/props_wasteland/prison_lamp001a.mdl outside the map (-5483.16, 4174.91, 375.52)
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 1610 texinfos to 1089
Reduced 85 texdatas to 77 (2370 bytes to 1933)
Writing C:\Avery's Folder\Gm_AirandLand_Ultimate.bsp
25 seconds elapsed



2 threads
reading c:\avery's folder\Gm_AirandLand_Ultimate.bsp
reading c:\avery's folder\Gm_AirandLand_Ultimate.prt
2000 portalclusters
5137 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 21371 visible clusters (0.00%)
Total clusters visible: 2368853
Average clusters visible: 1184
Building PAS...
Average clusters audible: 1257
visdatasize:1025333  compressed from 1024000
writing c:\avery's folder\Gm_AirandLand_Ultimate.bsp
4 seconds elapsed



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

Loading c:\avery's folder\Gm_AirandLand_Ultimate.bsp
15499 faces
1 degenerate faces
24388341 square feet [3511921152.00 square inches]
12 Displacements
159580 Square Feet [22979584.00 Square Inches]
15498 patches before subdivision
695732 patches after subdivision
114 direct lights
0...1...2...3...4...5...6...
WARNING: Too many light styles on a face at (-5045.000000, 3896.000000, 300.000000)

WARNING: Too many light styles on a face at (-5094.000000, 3992.000000, 192.000000)

WARNING: Too many light styles on a face at (-5105.000000, 3992.000000, 192.000000)

WARNING: Too many light styles on a face at (-5113.000000, 3992.000000, 192.000000)

WARNING: Too many light styles on a face at (-5192.000000, 3992.000000, 192.000000)

WARNING: Too many light styles on a face at (-5383.000000, 3558.000000, 192.000000)

WARNING: Too many light styles on a face at (-5720.000000, 3592.000000, 192.000000)

WARNING: Too many light styles on a face at (-5720.000000, 3096.006348, 192.000000)

WARNING: Too many light styles on a face at (-5394.000000, 3800.000000, 192.000000)

WARNING: Too many light styles on a face at (-5394.000000, 3559.000000, 192.000000)

WARNING: Too many light styles on a face at (-5656.000000, 3704.000000, 192.000000)

WARNING: Too many light styles on a face at (-5480.000000, 3800.000000, 192.000000)

WARNING: Too many light styles on a face at (-5608.000000, 3556.000000, 192.000000)
7
WARNING: Too many light styles on a face at (-5781.000000, 2328.000000, 193.500000)

WARNING: Too many light styles on a face at (-5252.000000, 3064.000000, 192.000000)

WARNING: Too many light styles on a face at (-5720.000000, 3064.000000, 192.000000)

WARNING: Too many light styles on a face at (-5779.000000, 2568.000000, 192.000000)

WARNING: Too many light styles on a face at (-5283.004883, 3064.000000, 192.000000)

WARNING: Too many light styles on a face at (-5283.004883, 2568.000000, 192.000000)
...8...9...100...1...2...3...4..


materialPath: c:\program files\steam\steamapps
afarias@sfcn.org\half-life 2 episode two\ep2\materials
Loading C:\Avery's Folder\Gm_AirandLand_Ultimate.vmf
material "de_nuke/nuke_metaltrims_01" not found.
Material not found!: DE_NUKE/NUKE_METALTRIMS_01
Patching WVT material: maps/gm_airandland_ultimate/nature/blendgrassgrass001a_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 204 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Avery's Folder\Gm_AirandLand_Ultimate.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_06*.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_06*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
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
Building Physics collision data...
done (2) (304507 bytes)
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 1610 texinfos to 1089
Reduced 85 texdatas to 77 (2370 bytes to 1933)
Writing C:\Avery's Folder\Gm_AirandLand_Ultimate.bsp
26 seconds elapsed



2 threads
reading c:\avery's folder\Gm_AirandLand_Ultimate.bsp
reading c:\avery's folder\Gm_AirandLand_Ultimate.prt
2000 portalclusters
5137 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 21371 visible clusters (0.00%)
Total clusters visible: 2368853
Average clusters visible: 1184
Building PAS...
Average clusters audible: 1257
visdatasize:1025333  compressed from 1024000
writing c:\avery's folder\Gm_AirandLand_Ultimate.bsp
4 seconds elapsed



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

Loading c:\avery's folder\Gm_AirandLand_Ultimate.bsp
15499 faces
1 degenerate faces
24388341 square feet [3511921152.00 square inches]
12 Displacements
159580 Square Feet [22979584.00 Square Inches]
15498 patches before subdivision
695732 patches after subdivision
112 direct lights
0...1...2...3...4...5...6...
WARNING: Too many light styles on a face at (-5383.000000, 3800.000000, 192.000000)

WARNING: Too many light styles on a face at (-5383.000000, 3558.000000, 192.000000)

WARNING: Too many light styles on a face at (-5720.000000, 3592.000000, 192.000000)

WARNING: Too many light styles on a face at (-5720.000000, 3096.006348, 192.000000)

WARNING: Too many light styles on a face at (-5656.000000, 3704.000000, 192.000000)

WARNING: Too many light styles on a face at (-5394.000000, 3800.000000, 192.000000)

WARNING: Too many light styles on a face at (-5394.000000, 3559.000000, 192.000000)

WARNING: Too many light styles on a face at (-5480.000000, 3800.000000, 192.000000)

WARNING: Too many light styles on a face at (-5608.000000, 3556.000000, 192.000000)
7
WARNING: Too many light styles on a face at (-5781.000000, 2328.000000, 193.500000)

WARNING: Too many light styles on a face at (-5252.000000, 3064.000000, 192.000000)

WARNING: Too many light styles on a face at (-5720.000000, 3064.000000, 192.000000)

WARNING: Too many light styles on a face at (-5779.000000, 2568.000000, 192.000000)

WARNING: Too many light styles on a face at (-5283.004883, 3064.000000, 192.000000)

WARNING: Too many light styles on a face at (-5283.004883, 2568.000000, 192.000000)
...8...9...100...1...2...3...4..

If you’d read the compile log and search it up, you’d know you have too many named lights. Name more of the same name, or don’t even give names to lights at all.

[editline]01:34AM[/editline]

Also don’t bash control+v, please.

your post did not help, your suggestion did not work, im still looking for a solution.

Run it through the compile log checker next time.

warning: too many light styles on a face at

i already did and i can’t find the problem, ive ran it threw multiple times, and ive tried to fix the light error. nothing, nada. still doesnt work.

You have too many lights with different names so just make lights that do the same thing the same name.

If not I’d suggest removing names on lights that don’t do anything but stay on.

[editline]12:08AM[/editline]

Could you [noparse]




[/noparse] the first post?