Are you compiling with LDR, HDR, or both? The fullbright issue could be caused by only compiling in HDR lighting.
No, I'm compiling with both. I've even tested this by loading the map up in GMod, which doesn't support HDR. Even with just the LDR, the map looks fine.
Open your compiled map file, the bsp one with GCFScape and see if the lighting data is inside of it. There should be a big list of .vhv files for ldr and hdr. If those arent there, then for some reason your pc doesnt save lighting data into the compiled file itself, but they are saved on some folder of your TF2 installation directory, which menas they work for you, but nobody else cannot see them.
I used to have about 5 years ago an issue where i could not build cubemaps. They just wouldnt save into the bsp file no matter what i did and i received a console error saying so. So i had a friend build those for me and the file was ok after that. Could be similar fluke.
Just saying this, Pakrat is more advanced tool these days. It will propably save up automatically a models texture files but you need to manually add the mdl, vtx and such files. I still use it and it works, but it requires a bit of knowledge on what to do and what not to.
I've opened up one of my maps, koth_descent to have a peek around. I've also had to read up a bit on the valve developer wiki, quite a learning experience here. I've seen many things...
- Lumps. Just reading up on how these things work, how their numbering identifies what data they contain for the map. Lumps 8 (lighting), 15 (worldlights), 22 (unused), 23 (unused), 24 (unused), 25 (unused), 32 (displacement lighting), 38 (water vertices), 41(clipped portal vertices), 42 (cubemap locations), 49 (unused), 50 (wateroverlays), 57 (xbox stuff) are not present. Most of this makes sense, except 8, 15, 32, 38, and 50. Three of those are lighting related, that's not unexpected. The remaining two relate to water. I have no idea how broken water appears to other people, but I'm guessing it is now. So the lack of lumps 8, 15, and 32 seem to explain the lighting issues.
- The Materials folder. This contains some textures, but not all of the ones my map uses. I would guess that these are the custom textures, and the default ones don't need to be packed... But the well water textures are in here, and I'm pretty sure those aren't custom. Without knowing which textures are missing for people when they play the map, I can't really say for sure what's going on here.
- Tons of vhv files. However, they're all for hdr. Theeeere we go. Okay, now to try and figure out how I can see lighting on this map.
-
mapname.ent. No idea what this is, and a brief search of a few places yields nothing. Something to do with entities maybe?
-
mapname.zip. This one intrigues me. Within are the materials and vhv I've already seen in the bsp, but the lump files and the .ent aren't there. Even more interesting, opening up this .zip from gcfscape shows that its file path leads to C:\Users\scampi\AppData\Local\Temp, with the .zip files always as recent as the moment I opened it. I'm sure I'm missing something here, how could a file packed into the bsp exist in two places simultaneously?
I think this just raised more questions then answers. It's clear to me that a lot of this is just me not understanding what I'm looking at. Though something is still clearly wrong. Why do I still have LDR lighting if there's no evidence of it even being generated? Why is there no evidence? What's the deal with that .zip file? C O N F U S I O N