HL2 Map Fullbright problem

Okay, O’m having problems with a map I’m working on. It’s that it’s fullbright, and I can’t fix it. I’ve tried undoing the things I’ve done since last time I compiled (which isn’t much, and it worked fine before) and It still didn’t fix it. I also did the temp fix where you put a box around the map. Still nothing. Anybody know how to fix it or what could be causing the problem? Any helpp would be appreciated.

Here’s the Compile Log if you need it"

[code]** Executing…
** Command: “c:\program files (x86)\steam\steamapps-----\sourcesdk\bin\ep1\bin\vbsp.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\SourceMods-----” “C:\Program Files (x86)\Steam\steamapps----------\betaMaps\VMFs\mcc_office01_wip”

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\SourceMods-----\materials
Loading C:\Program Files (x86)\Steam\steamapps----------\betaMaps\VMFs\mcc_office01_wip.vmf
fixing up env_cubemap materials on brush sides…
ProcessBlock_Thread: 0…1…2…3.Brush 17053: WARNING, microbrush
…4…5…6…7…8…9…10 (0)
ProcessBlock_Thread: 0…1…2…3.Brush 17053: WARNING, microbrush
…4…5…6…7…8…9…10 (0)
Processing areas…done (0)
Building Faces…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
writing C:\Program Files (x86)\Steam\steamapps----------\betaMaps\VMFs\mcc_office01_wip.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) (58273 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 73 texinfos to 56
Reduced 12 texdatas to 12 (295 bytes to 295)
Writing C:\Program Files (x86)\Steam\steamapps----------\betaMaps\VMFs\mcc_office01_wip.bsp
0 seconds elapsed

** Executing…
** Command: “c:\program files (x86)\steam\steamapps-----\sourcesdk\bin\ep1\bin\vvis.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\SourceMods-----” “C:\Program Files (x86)\Steam\steamapps----------\betaMaps\VMFs\mcc_office01_wip”

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:\program files (x86)\steam\steamapps----------\betamaps\vmfs\mcc_office01_wip.bsp
reading c:\program files (x86)\steam\steamapps----------\betamaps\vmfs\mcc_office01_wip.prt
178 portalclusters
459 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 (1)
Optimized: 45 visible clusters (0.00%)
Total clusters visible: 12919
Average clusters visible: 72
Building PAS…
Average clusters audible: 112
visdatasize:9532 compressed from 8544
writing c:\program files (x86)\steam\steamapps----------\betamaps\vmfs\mcc_office01_wip.bsp
1 second elapsed

** Executing…
** Command: “c:\program files (x86)\steam\steamapps-----\sourcesdk\bin\ep1\bin\vrad.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\SourceMods-----” “C:\Program Files (x86)\Steam\steamapps----------\betaMaps\VMFs\mcc_office01_wip”

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

Loading c:\program files (x86)\steam\steamapps----------\betamaps\vmfs\mcc_office01_wip.bsp
622 faces
21182 square feet [3050280.50 square inches]
0 displacements
0 square feet [0.00 square inches]
622 patches before subdivision
3634 patches after subdivision
7 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (0)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (0)
transfers 322590, max 338
transfer lists: 2.5 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #1 added RGB(1178, 1599, 1534)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #2 added RGB(183, 197, 172)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #3 added RGB(38, 24, 19)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #4 added RGB(13, 3, 2)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #5 added RGB(7, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #6 added RGB(4, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #7 added RGB(3, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #8 added RGB(2, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #9 added RGB(1, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #10 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0030 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (1)
FinalLightFace Done
0 of 4 (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 2/1024 96/49152 ( 0.2%)
brushes 181/8192 2172/98304 ( 2.2%)
brushsides 1117/65536 8936/524288 ( 1.7%)
planes 346/65536 6920/1310720 ( 0.5%)
vertexes 1269/65536 15228/786432 ( 1.9%)
nodes 429/65536 13728/2097152 ( 0.7%)
texinfos 56/12288 4032/884736 ( 0.5%)
texdata 12/2048 384/65536 ( 0.6%)
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 622/65536 34832/3670016 ( 0.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 294/65536 16464/3670016 ( 0.4%)
leaves 432/65536 13824/2097152 ( 0.7%)
leaffaces 693/65536 1386/131072 ( 1.1%)
leafbrushes 490/65536 980/131072 ( 0.7%)
areas 3/256 24/2048 ( 1.2%)
surfedges 4181/512000 16724/2048000 ( 0.8%)
edges 2427/256000 9708/1024000 ( 0.9%)
LDR worldlights 7/8192 616/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 77/32768 770/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1125/65536 2250/131072 ( 1.7%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 244956/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 9532/16777216 ( 0.1%)
entdata [variable] 3541/393216 ( 0.9%)
LDR leaf ambient 432/65536 10368/1572864 ( 0.7%)
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] 1/584 ( 0.2%)
pakfile [variable] 20020/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 58273/4194304 ( 1.4%)
==== Total Win32 BSP file data space used: 495782 bytes ====

Total triangle count: 1758
Writing c:\program files (x86)\steam\steamapps----------\betamaps\vmfs\mcc_office01_wip.bsp
3 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Program Files (x86)\Steam\steamapps----------\betaMaps\VMFs\mcc_office01_wip.bsp” “c:\program files (x86)\steam\steamapps\SourceMods-----\maps\mcc_office01_wip.bsp”
[/code]

No errors found with https://www.interlopers.net/errors/

Sorry, but I have to ask the noob questions :wink:
Have you restarted the game since adding light? mat_fullbright 1 stays on until you manually turn it off (mat_fullbright 0) or restart the engine.

Hmm didn’t know that, gonna try it now…

Damn, that worked. Thanks.

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