Why are my props all fullbright?

I’m mapping an apartment building, and have almost finished. I just noticed that all of my props that I’ve put in it though (prop_door_rotating and prop_static) are fullbright, even though I turned off mat_fullbright. How do I fix this? Sorry if it’s a stupid question.

Compile log please.

I have this problem with my Prop_statics, I usually just change the color setting and type something like (100,100,100) to darken it up.
But im sure theres a better alternative to that.

Try reloading the map. This happens if the map loads with mat_fullbright 1 and you disable it.

Restarting the map didn’t work.



** Executing...
** Command: "c:\program files (x86)\steam\steamapps
dsfreak\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps
dsfreak\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps
dsfreak\garrysmod\garrysmod\maps\apartments"

Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: c:\program files (x86)\steam\steamapps
dsfreak\half-life 2 deathmatch\hl2mp\materials
Loading c:\program files (x86)\steam\steamapps
dsfreak\garrysmod\garrysmod\maps\apartments.vmf
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 530 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\program files (x86)\steam\steamapps
dsfreak\garrysmod\garrysmod\maps\apartments.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
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) (281749 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 118 texinfos to 97
Reduced 37 texdatas to 37 (880 bytes to 880)
Writing c:\program files (x86)\steam\steamapps
dsfreak\garrysmod\garrysmod\maps\apartments.bsp
1 second elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps
dsfreak\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps
dsfreak\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps
dsfreak\garrysmod\garrysmod\maps\apartments"

Valve Software - vvis.exe (Nov  8 2007)
4 threads
reading c:\program files (x86)\steam\steamapps
dsfreak\garrysmod\garrysmod\maps\apartments.bsp
reading c:\program files (x86)\steam\steamapps
dsfreak\garrysmod\garrysmod\maps\apartments.prt
  42 portalclusters
  98 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: 1724
Average clusters visible: 41
Building PAS...
Average clusters audible: 42
visdatasize:844  compressed from 672
writing c:\program files (x86)\steam\steamapps
dsfreak\garrysmod\garrysmod\maps\apartments.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps
dsfreak\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps
dsfreak\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps
dsfreak\garrysmod\garrysmod\maps\apartments"

Valve Software - vrad.exe SSE (Nov  8 2007)
----- Radiosity Simulator ----
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps
dsfreak\garrysmod\garrysmod\maps\apartments.bsp
2153 faces
4 degenerate faces
305422 square feet [43980872.00 square inches]
0 displacements
0 square feet [0.00 square inches]
2149 patches before subdivision
23595 patches after subdivision
59 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (99)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (35)
transfers 1335131, max 283
transfer lists:  10.2 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(121626, 112011, 83168)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(27075, 25222, 16831)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(6645, 6336, 3996)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(1744, 1714, 1033)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(463, 469, 271)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(125, 131, 72)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(34, 37, 19)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(9, 10, 5)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(3, 3, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0110 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes                824/8192         9888/98304    (10.1%) 
brushsides            4954/65536       39632/524288   ( 7.6%) 
planes                 636/65536       12720/1310720  ( 1.0%) 
vertexes              4319/65536       51828/786432   ( 6.6%) 
nodes                  109/65536        3488/2097152  ( 0.2%) 
texinfos                97/12288        6984/884736   ( 0.8%) 
texdata                 37/2048         1184/65536    ( 1.8%) 
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                 2153/65536      120568/3670016  ( 3.3%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             1985/65536      111160/3670016  ( 3.0%) 
leaves                 111/65536        3552/2097152  ( 0.2%) 
leaffaces             2482/65536        4964/131072   ( 3.8%) 
leafbrushes           1021/65536        2042/131072   ( 1.6%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            19786/512000      79144/2048000  ( 3.9%) 
edges                13154/256000      52616/1024000  ( 5.1%) 
LDR worldlights         59/8192         5192/720896   ( 0.7%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips            298/32768        2980/327680   ( 0.9%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          6909/65536       13818/131072   (10.5%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     1133704/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]         844/16777216 ( 0.0%) 
entdata               [variable]       27752/393216   ( 7.1%) 
LDR leaf ambient       111/65536        2664/1572864  ( 0.2%) 
HDR leaf ambient         0/65536           0/1572864  ( 0.0%) 
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]           1/5634     ( 0.0%) 
pakfile               [variable]       10014/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]      281749/4194304  ( 6.7%) 
==== Total Win32 BSP file data space used: 1978553 bytes ====

Total triangle count: 7520
Writing c:\program files (x86)\steam\steamapps
dsfreak\garrysmod\garrysmod\maps\apartments.bsp
2 minutes, 19 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\steam\steamapps
dsfreak\garrysmod\garrysmod\maps\apartments.bsp" "c:\program files (x86)\steam\steamapps
dsfreak\half-life 2 deathmatch\hl2mp\maps\apartments.bsp"


** Executing...
** Command: "c:\program files (x86)\steam\steamapps
dsfreak\half-life 2 deathmatch\hl2.exe"
** Parameters: -dev -console -allowdebug -game "c:\program files (x86)\steam\steamapps
dsfreak\half-life 2 deathmatch\hl2mp" +map "apartments"


You could try and use the info_lighting entity.

How do I use this with a prop_door_rotating? I don’t see a Lighting Origin option for it.

Turn off smart edit and add it in manually?

Just tried this and it didn’t work. Fuck.

Have you tried info_target for the doors?

What’s it say in game in the console?
I highly doubt it’s anything to do with what firegod’s talking about.

sometimes this happens to me when a prop is semi-embedded in a brush.

It doesn’t look like a cubemap problem but…have you placed one and ran “buildcubemaps”?