My Hammer editor doesn't compile lightning...

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
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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
1,300
974