Okay, following this thread (
https://tf2maps.net/threads/cant-get-lights-rad-to-work.27638/) I put this code line in the expert mode of compiling, by left-clicking on lights.exe and then copy it in the parameter.
-lights <filename>.rad
It fixed the line saying "unknown light specifier type - lights"
The Compile Log looks a whole lot different now.
Also, mat_fullbright is still 1...
Compile Log:
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "c:\users\c. ros\desktop\semag\hammer maps\lighting_test_copy" -lights <filename>.rad
Valve Software - vbsp.exe (Aug 2 2018)
Command line: "D:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe" "-game" "D:\Steam\steamapps\common\Team Fortress 2\tf" "c:\users\c. ros\desktop\semag\hammer maps\lighting_test_copy" "-lights" "<filename>.rad"
usage : vbsp [options...] mapfile
example: vbsp -onlyents c:\hl2\hl2\maps\test
Common options (use -v to see all options):
-v (or -verbose): Turn on verbose output (also shows more command
line options).
-onlyents : This option causes vbsp only import the entities from the .vmf
file. -onlyents won't reimport brush models.
-onlyprops : Only update the static props and detail props.
-glview : Writes .gl files in the current directory that can be viewed
with glview.exe. If you use -tmpout, it will write the files
into the \tmp folder.
-nodetail : Get rid of all detail geometry. The geometry left over is
what affects visibility.
-nowater : Get rid of water brushes.
-low : Run as an idle-priority process.
-embed <directory> : Use <directory> as an additional search path for assets
and embed all assets in this directory into the compiled
map
-vproject <directory> : Override the VPROJECT environment variable.
-game <directory> : Same as -vproject.
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "c:\users\c. ros\desktop\semag\hammer maps\lighting_test_copy"
Valve Software - vvis.exe (May 15 2014)
8 threads
reading c:\users\c. ros\desktop\semag\hammer maps\lighting_test_copy.bsp
reading c:\users\c. ros\desktop\semag\hammer maps\lighting_test_copy.prt
4 portalclusters
4 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: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44 compressed from 64
writing c:\users\c. ros\desktop\semag\hammer maps\lighting_test_copy.bsp
0 seconds elapsed
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "c:\users\c. ros\desktop\semag\hammer maps\lighting_test_copy" -lights <filename>.rad
Valve Software - vrad.exe SSE (May 14 2014)
Valve Radiosity Simulator
Command line: "D:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe" "-game" "D:\Steam\steamapps\common\Team Fortress 2\tf" "c:\users\c. ros\desktop\semag\hammer maps\lighting_test_copy" "-lights" "<filename>.rad"
usage : vrad [options...] bspfile
example: vrad c:\hl2\hl2\maps\test
Common options:
-v (or -verbose): Turn on verbose output (also shows more command
-bounce # : Set max number of bounces (default: 100).
-fast : Quick and dirty lighting.
-fastambient : Per-leaf ambient sampling is lower quality to save compute time.
-final : High quality processing. equivalent to -extrasky 16.
-extrasky n : trace N times as many rays for indirect light and sky ambient.
-low : Run as an idle-priority process.
-mpi : Use VMPI to distribute computations.
-rederror : Show errors in red.
-vproject <directory> : Override the VPROJECT environment variable.
-game <directory> : Same as -vproject.
Other options:
-novconfig : Don't bring up graphical UI on vproject errors.
-dump : Write debugging .txt files.
-dumpnormals : Write normals to debug files.
-dumptrace : Write ray-tracing environment to debug files.
-threads : Control the number of threads vbsp uses (defaults to the #
or processors on your machine).
-lights <file> : Load a lights file in addition to lights.rad and the
level lights file.
-noextra : Disable supersampling.
-debugextra : Places debugging data in lightmaps to visualize
supersampling.
-smooth # : Set the threshold for smoothing groups, in degrees
(default 45).
-dlightmap : Force direct lighting into different lightmap than
radiosity.
-stoponexit : Wait for a keypress on exit.
-mpi_pw <pw> : Use a password to choose a specific set of VMPI workers.
-nodetaillight : Don't light detail props.
-centersamples : Move sample centers.
-luxeldensity # : Rescale all luxels by the specified amount (default: 1.0).
The number specified must be less than 1.0 or it will be
ignored.
-loghash : Log the sample hash table to samplehash.txt.
-onlydetail : Only light detail props and per-leaf lighting.
-maxdispsamplesize #: Set max displacement sample size (default: 512).
-softsun <n> : Treat the sun as an area light source of size <n> degrees. Produces soft shadows.
Recommended values are between 0 and 5. Default is 0.
-FullMinidumps : Write large minidumps on crash.
-chop : Smallest number of luxel widths for a bounce patch, used on edges
-maxchop : Coarsest allowed number of luxel widths for a patch, used in face interiors
-LargeDispSampleRadius: This can be used if there are splotches of bounced light
on terrain. The compile will take longer, but it will gather
light across a wider area.
-StaticPropLighting : generate backed static prop vertex lighting
-StaticPropPolys : Perform shadow tests of static props at polygon precision
-OnlyStaticProps : Only perform direct static prop lighting (vrad debug option)
-StaticPropNormals : when lighting static props, just show their normal vector
-textureshadows : Allows texture alpha channels to block light - rays intersecting alpha surfaces will sample the texture
-noskyboxrecurse : Turn off recursion into 3d skybox (skybox shadows on world)
-nossprops : Globally disable self-shadowing on static props
** Executing...
** Command: Copy File
** Parameters: "c:\users\c. ros\desktop\semag\hammer maps\lighting_test_copy.bsp" "D:\Steam\steamapps\common\Team Fortress 2\tf\maps\lighting_test_copy.bsp"
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -dev -console -allowdebug -game "D:\Steam\steamapps\common\Team Fortress 2\tf" +map "lighting_test_copy"