I was compiling it over and over it, it's still have this damn thing, and most important, there was no leaks! What is this?
First of all, make sure your map has a light_environment(https://developer.valvesoftware.com/wiki/Light_environment). Also, "mat_fullbright 0" is fullbright disabled, its just a command. I think you are trying to tell us your map is fullbright but I'm not 100% sure. If you have a light_environment in your map you can turn on fullbright using mat_fullbright 1, if you want to turn off fullbright just use the command mat_fullbright 0.
Note that mat_fullbright stays enabled between map loads and will never reset itself until you change it through console, join a server with mat_fullbright 0, or restart the game.
You don't *need* a light_environment specifically, any old light entity (light, light_spot, etc) will work- basically you need just anything that emits light. If you tried using mat_fullbright 0, checked that you have a light entity in your map, and have VRAD enabled in compile settings, and your map is still fullbright, then try posting your compile log here.
** Executing... ** Command: "F:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vbsp.exe" ** Parameters: -game "F:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "F:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_ralsei_owo.vmf" Valve Software - vbsp.exe (Aug 2 2018) 2 threads materialPath: F:\SteamLibrary\steamapps\common\Team Fortress 2\tf\materials Loading F:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_ralsei_owo.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar 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) FixTjuncs... PruneNodes... WriteBSP... done (0) writing F:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_ralsei_owo.prt...Building visibility clusters... done (0) *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/sky_tf2_04 to build the default cubemap! *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/sky_tf2_04 to build the default cubemap! Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (2281 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 4 texinfos to 4 Reduced 1 texdatas to 1 (23 bytes to 23) Writing F:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_ralsei_owo.bsp ZIP Output overshot buffer estimate: Estimated 0, actual 54 0 seconds elapsed ** Executing... ** Command: "F:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vvis.exe" ** Parameters: -game "F:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "F:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_ralsei_owo" Valve Software - vvis.exe (Aug 2 2018) 2 threads reading f:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\trade_ralsei_owo.bsp reading f:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\trade_ralsei_owo.prt 28 portalclusters 45 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: 784 Average clusters visible: 28 Building PAS... Average clusters audible: 28 visdatasize:452 compressed from 448 writing f:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\trade_ralsei_owo.bsp ZIP Output overshot buffer estimate: Estimated 0, actual 54 0 seconds elapsed ** Executing... ** Command: "F:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vrad.exe" ** Parameters: -both -game "F:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "F:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_ralsei_owo" Valve Software - vrad.exe SSE (Jul 18 2018) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] unknown light specifier type - lights [56 texlights parsed from 'lights.rad'] Loading f:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\trade_ralsei_owo.bsp Setting up ray-trace acceleration structure... Done (0.00 seconds) 78 faces 556599 square feet [80150296.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 78 patches before subdivision 78 patches after subdivision 3 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0) transfers 4386, max 74 transfer lists: 0.0 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0000 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) 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 (0) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 6/8192 72/98304 ( 0.1%) brushsides 36/65536 288/524288 ( 0.1%) planes 54/65536 1080/1310720 ( 0.1%) vertexes 97/65536 1164/786432 ( 0.1%) nodes 122/65536 3904/2097152 ( 0.2%) texinfos 4/12288 288/884736 ( 0.0%) texdata 1/2048 32/65536 ( 0.0%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 78/65536 4368/3670016 ( 0.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 6/65536 336/3670016 ( 0.0%) leaves 124/65536 3968/2097152 ( 0.2%) leaffaces 78/65536 156/131072 ( 0.1%) leafbrushes 78/65536 156/131072 ( 0.1%) areas 2/256 16/2048 ( 0.8%) surfedges 336/512000 1344/2048000 ( 0.1%) edges 181/256000 724/1024000 ( 0.1%) LDR worldlights 3/8192 264/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 0/32768 0/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 0/65536 0/131072 ( 0.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 0/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 452/16777216 ( 0.0%) entdata [variable] 1345/393216 ( 0.3%) LDR ambient table 124/65536 496/262144 ( 0.2%) HDR ambient table 124/65536 496/262144 ( 0.2%) LDR leaf ambient 28/65536 784/1835008 ( 0.0%) HDR leaf ambient 124/65536 3472/1835008 ( 0.2%) 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] 1/12 ( 8.3%) pakfile [variable] 54/0 ( 0.0%) physics [variable] 2281/4194304 ( 0.1%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 156 Writing f:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\trade_ralsei_owo.bsp ZIP Output overshot buffer estimate: Estimated 0, actual 54 0 seconds elapsed Valve Software - vrad.exe SSE (Jul 18 2018) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] unknown light specifier type - lights [56 texlights parsed from 'lights.rad'] Loading f:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\trade_ralsei_owo.bsp Setting up ray-trace acceleration structure... Done (0.00 seconds) 78 faces 556599 square feet [80150296.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 78 patches before subdivision 78 patches after subdivision 3 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0) transfers 4386, max 74 transfer lists: 0.0 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0000 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) 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 (1) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 6/8192 72/98304 ( 0.1%) brushsides 36/65536 288/524288 ( 0.1%) planes 54/65536 1080/1310720 ( 0.1%) vertexes 97/65536 1164/786432 ( 0.1%) nodes 122/65536 3904/2097152 ( 0.2%) texinfos 4/12288 288/884736 ( 0.0%) texdata 1/2048 32/65536 ( 0.0%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 78/65536 4368/3670016 ( 0.1%) hdr faces 78/65536 4368/3670016 ( 0.1%) origfaces 6/65536 336/3670016 ( 0.0%) leaves 124/65536 3968/2097152 ( 0.2%) leaffaces 78/65536 156/131072 ( 0.1%) leafbrushes 78/65536 156/131072 ( 0.1%) areas 2/256 16/2048 ( 0.8%) surfedges 336/512000 1344/2048000 ( 0.1%) edges 181/256000 724/1024000 ( 0.1%) LDR worldlights 3/8192 264/720896 ( 0.0%) HDR worldlights 3/8192 264/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 0/32768 0/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 0/65536 0/131072 ( 0.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 0/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 452/16777216 ( 0.0%) entdata [variable] 1345/393216 ( 0.3%) LDR ambient table 124/65536 496/262144 ( 0.2%) HDR ambient table 124/65536 496/262144 ( 0.2%) LDR leaf ambient 28/65536 784/1835008 ( 0.0%) HDR leaf ambient 28/65536 784/1835008 ( 0.0%) 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] 1/12 ( 8.3%) pakfile [variable] 54/0 ( 0.0%) physics [variable] 2281/4194304 ( 0.1%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 156 Writing f:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\trade_ralsei_owo.bsp ZIP Output overshot buffer estimate: Estimated 0, actual 54 0 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "F:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_ralsei_owo.bsp" "F:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\trade_ralsei_owo.bsp" ** Executing... ** Command: "F:\SteamLibrary\steamapps\common\Team Fortress 2\hl2.exe" ** Parameters: -game "F:\SteamLibrary\steamapps\common\Team Fortress 2\tf" -windowed -noborder -w 1920 -h 1080 -novid +map "trade_ralsei_owo" -steam