Would you post your compile log so we can check for errors?
here you go
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\hammerautosave\mvm_daybreak_v1
-StaticPropLighting" -StaticPropPolys -textureshadows
Valve Software - vbsp.exe (May 21 2020)
Command line: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe" "-game" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\hammerautosave\mvm_daybreak_v1
-StaticPropLighting" "-StaticPropPolys" "-textureshadows
"
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: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\hammerautosave\mvm_daybreak_v1"
Valve Software - vvis.exe (May 21 2020)
MSG_FILEWRITE - Filesystem was asked to write to 'c:\hammerautosave\mvm_daybreak_v1.log', but we don't own that location. Allowing.
12 threads
reading c:\hammerautosave\mvm_daybreak_v1.bsp
reading c:\hammerautosave\mvm_daybreak_v1.prt
LoadPortals: couldn't read c:\hammerautosave\mvm_daybreak_v1.prt
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -final -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\hammerautosave\mvm_daybreak_v1"
Valve Software - vrad.exe SSE (May 21 2020)
Valve Radiosity Simulator
12 threads
MSG_FILEWRITE - Filesystem was asked to write to 'c:\hammerautosave\mvm_daybreak_v1.log', but we don't own that location. Allowing.
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\hammerautosave\mvm_daybreak_v1.bsp
Setting up ray-trace acceleration structure... Done (3.69 seconds)
4447 faces
3118355 square feet [449043200.00 square inches]
1748 Displacements
1319413 Square Feet [189995552.00 Square Inches]
4447 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
145235 patches after subdivision
sun extent from map=0.087156
5 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (182)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (12)
transfers 6798234, max 691
transfer lists: 51.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(207436, 187566, 198877)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(19889, 15426, 13866)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(2121, 1418, 1141)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(302, 174, 123)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(49, 25, 15)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(9, 4, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0631 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
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 (3)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 12/1024 576/49152 ( 1.2%)
brushes 358/8192 4296/98304 ( 4.4%)
brushsides 2665/65536 21320/524288 ( 4.1%)
planes 3804/65536 76080/1310720 ( 5.8%)
vertexes 5297/65536 63564/786432 ( 8.1%)
nodes 1489/65536 47648/2097152 ( 2.3%)
texinfos 785/12288 56520/884736 ( 6.4%)
texdata 48/2048 1536/65536 ( 2.3%)
dispinfos 1748/0 307648/0 ( 0.0%)
disp_verts 134268/0 2685360/0 ( 0.0%)
disp_tris 211360/0 422720/0 ( 0.0%)
disp_lmsamples 3227052/0 3227052/0 ( 0.0%)
faces 4447/65536 249032/3670016 ( 6.8%)
hdr faces 4447/65536 249032/3670016 ( 6.8%)
origfaces 2774/65536 155344/3670016 ( 4.2%)
leaves 1502/65536 48064/2097152 ( 2.3%)
leaffaces 3578/65536 7156/131072 ( 5.5%)
leafbrushes 1722/65536 3444/131072 ( 2.6%)
areas 3/256 24/2048 ( 1.2%)
surfedges 30704/512000 122816/2048000 ( 6.0%)
edges 16509/256000 66036/1024000 ( 6.4%)
LDR worldlights 5/8192 440/720896 ( 0.1%)
HDR worldlights 5/8192 440/720896 ( 0.1%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 248/32768 2480/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3735/65536 7470/131072 ( 5.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 17855712/0 ( 0.0%)
HDR lightdata [variable] 17855712/0 ( 0.0%)
visdata [variable] 111998/16777216 ( 0.7%)
entdata [variable] 33459/393216 ( 8.5%)
LDR ambient table 1502/65536 6008/262144 ( 2.3%)
HDR ambient table 1502/65536 6008/262144 ( 2.3%)
LDR leaf ambient 7777/65536 217756/1835008 (11.9%)
HDR leaf ambient 7809/65536 218652/1835008 (11.9%)
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] 1/38448 ( 0.0%)
pakfile [variable] 1980/0 ( 0.0%)
physics [variable] 23438650/4194304 (558.8%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 10740
Writing c:\hammerautosave\mvm_daybreak_v1.bsp
3 minutes, 25 seconds elapsed
Valve Software - vrad.exe SSE (May 21 2020)
Valve Radiosity Simulator
12 threads
MSG_FILEWRITE - Filesystem was asked to write to 'c:\hammerautosave\mvm_daybreak_v1.log', but we don't own that location. Allowing.
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\hammerautosave\mvm_daybreak_v1.bsp
Setting up ray-trace acceleration structure... Done (3.82 seconds)
4447 faces
3118355 square feet [449043200.00 square inches]
1748 Displacements
1319413 Square Feet [189995552.00 Square Inches]
4447 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
145235 patches after subdivision
sun extent from map=0.087156
5 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (182)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (12)
transfers 6798238, max 691
transfer lists: 51.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(270074, 245939, 260775)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(25387, 20093, 18185)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(2661, 1836, 1495)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(374, 226, 162)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(60, 32, 20)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(11, 5, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0630 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
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 (3)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 12/1024 576/49152 ( 1.2%)
brushes 358/8192 4296/98304 ( 4.4%)
brushsides 2665/65536 21320/524288 ( 4.1%)
planes 3804/65536 76080/1310720 ( 5.8%)
vertexes 5297/65536 63564/786432 ( 8.1%)
nodes 1489/65536 47648/2097152 ( 2.3%)
texinfos 785/12288 56520/884736 ( 6.4%)
texdata 48/2048 1536/65536 ( 2.3%)
dispinfos 1748/0 307648/0 ( 0.0%)
disp_verts 134268/0 2685360/0 ( 0.0%)
disp_tris 211360/0 422720/0 ( 0.0%)
disp_lmsamples 3227052/0 3227052/0 ( 0.0%)
faces 4447/65536 249032/3670016 ( 6.8%)
hdr faces 4447/65536 249032/3670016 ( 6.8%)
origfaces 2774/65536 155344/3670016 ( 4.2%)
leaves 1502/65536 48064/2097152 ( 2.3%)
leaffaces 3578/65536 7156/131072 ( 5.5%)
leafbrushes 1722/65536 3444/131072 ( 2.6%)
areas 3/256 24/2048 ( 1.2%)
surfedges 30704/512000 122816/2048000 ( 6.0%)
edges 16509/256000 66036/1024000 ( 6.4%)
LDR worldlights 5/8192 440/720896 ( 0.1%)
HDR worldlights 5/8192 440/720896 ( 0.1%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 248/32768 2480/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3735/65536 7470/131072 ( 5.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 17855712/0 ( 0.0%)
HDR lightdata [variable] 17855712/0 ( 0.0%)
visdata [variable] 111998/16777216 ( 0.7%)
entdata [variable] 33459/393216 ( 8.5%)
LDR ambient table 1502/65536 6008/262144 ( 2.3%)
HDR ambient table 1502/65536 6008/262144 ( 2.3%)
LDR leaf ambient 7777/65536 217756/1835008 (11.9%)
HDR leaf ambient 7809/65536 218652/1835008 (11.9%)
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] 1/38448 ( 0.0%)
pakfile [variable] 1980/0 ( 0.0%)
physics [variable] 23438650/4194304 (558.8%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 10740
Writing c:\hammerautosave\mvm_daybreak_v1.bsp
3 minutes, 26 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:\hammerautosave\mvm_daybreak_v1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\mvm_daybreak_v1.bsp"
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -dev -console -allowdebug -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" +map "mvm_daybreak_v1"