My Hammer editor doesn't compile lightning...

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,329
989
what does the compile log look like? Could you copy it into a spoiler/something related then post it?
 

[E.N.] mapper KaTarn

L1: Registered
Jul 14, 2019
2
0
it looks like this :

** 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\my maps\cp_ivy.vmf"

Valve Software - vbsp.exe (Aug 2 2018)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\my maps\cp_ivy.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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\my maps\cp_ivy.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (309846 bytes)
Error! prop_static using model "models/props_debris/tile_wall001a_chunk07.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_debris/tile_wall001a_chunk07.mdl"!
Error! prop_static using model "models/props_debris/tile_wall001a_chunk04.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_debris/tile_wall001a_chunk04.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 663 texinfos to 413
Reduced 40 texdatas to 37 (999 bytes to 874)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\my maps\cp_ivy.bsp
Wrote ZIP buffer, estimated size 212633, actual size 211883
3 seconds elapsed

** 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\my maps\cp_ivy"

vvis launcher error: can't load vvis_dll.dll
Íå íàéäåíà óêàçàííàÿ ïðîöåäóðà.


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\my maps\cp_ivy"

vrad_launcher error: can't load vrad_dll.dll
Íå íàéäåíà óêàçàííàÿ ïðîöåäóðà.


** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\my maps\cp_ivy.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_ivy.bsp"
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,329
989