Actually this is the problem :


Faces are lited by an light_env without holes in wall...
Here is the compile log :
-------------------------------------------------------------------------------
Running command: cd "d:\ankou_docs\jeux\steam\steamapps\common\left 4 dead 2\bin
"
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "d:\ankou_docs\jeux\steam\steamapps\common\left 4 dead 2\bin\vb
sp.exe" -game "d:\ankou_docs\jeux\steam\steamapps\common\left 4 dead 2\left4dead
2" "C:\Users\AnKOu\Desktop\Campagne Tchernobyl\maps\the_beauties_of_prypiat.vmf"
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Valve Software - vbsp.exe (Sep 30 2011)
2 threads
materialPath: d:\ankou_docs\jeux\steam\steamapps\common\left 4 dead 2\left4dead2
\materials
Loading C:\Users\AnKOu\Desktop\Campagne Tchernobyl\maps\the_beauties_of_prypiat.
vmf
Can't find surfaceprop stone for material DNIEPR/WARM_WELCOMING/DECHETS02, using
default
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Warning: Fell out of small block heap!
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1922 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Users\AnKOu\Desktop\Campagne Tchernobyl\maps\the_beauties_of_prypiat.
prt...Building visibility clusters...
done (0)
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Can't find surfaceprop beton for material dniepr/hotel_pripyat/decal_beton, usin
g default
Can't find surfaceprop stone for material dniepr/warm_welcoming/dechets02_decal,
using default
Building Physics collision data...
done (2) (2256198 bytes)
Cannot build Physics2 data
-----------
DataLinker total stream size 0.0 KiB
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 10634 texinfos to 8688
Reduced 132 texdatas to 114 (4250 bytes to 3571)
Writing C:\Users\AnKOu\Desktop\Campagne Tchernobyl\maps\the_beauties_of_prypiat.
bsp
10 seconds elapsed
-------------------------------------------------------------------------------
Running command: cd "d:\ankou_docs\jeux\steam\steamapps\common\left 4 dead 2\bin
"
-------------------------------------------------------------------------------
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Running command: "d:\ankou_docs\jeux\steam\steamapps\common\left 4 dead 2\bin\vv
is.exe" -game "d:\ankou_docs\jeux\steam\steamapps\common\left 4 dead 2\left4dead
2" -fast "C:\Users\AnKOu\Desktop\Campagne Tchernobyl\maps\the_beauties_of_prypia
t"
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Valve Software - vvis.exe (Sep 30 2011)
fastvis = true
2 threads
reading c:\users\ankou\desktop\campagne tchernobyl\maps\the_beauties_of_prypiat.
bsp
max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
reading c:\users\ankou\desktop\campagne tchernobyl\maps\the_beauties_of_prypiat.
prt
3118 portalclusters
7772 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (4)
Optimized: 511930 visible clusters (0.00%)
Total clusters visible: 2839982
Average clusters visible: 910
Building PAS...
Average clusters audible: 2407
visdatasize:1677435 compressed from 2444512
writing c:\users\ankou\desktop\campagne tchernobyl\maps\the_beauties_of_prypiat.
bsp
4 seconds elapsed
-------------------------------------------------------------------------------
Running command: cd "d:\ankou_docs\jeux\steam\steamapps\common\left 4 dead 2\bin
"
-------------------------------------------------------------------------------
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Running command: "d:\ankou_docs\jeux\steam\steamapps\common\left 4 dead 2\bin\vr
ad.exe" -game "d:\ankou_docs\jeux\steam\steamapps\common\left 4 dead 2\left4dea
d2" -noextra "C:\Users\AnKOu\Desktop\Campagne Tchernobyl\maps\the_beauties_of_pr
ypiat"
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Valve Software - vrad.exe SSE (Sep 30 2011)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading c:\users\ankou\desktop\campagne tchernobyl\maps\the_beauties_of_prypiat.
bsp
Setting up ray-trace acceleration structure... Done (9.79 seconds)
21307 faces
1538991 square feet [221614832.00 square inches]
39 Displacements
24988 Square Feet [3598307.75 Square Inches]
21307 patches before subdivision
199783 patches after subdivision
sun extent from map=0.087156
6 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (23)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (128)
transfers 26725305, max 1109
transfer lists: 203.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1032158, 1034724, 682618)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(210005, 202334, 108478)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(54931, 49808, 20287)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(14839, 12963, 4234)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(4372, 3611, 926)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1297, 1029, 219)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(400, 301, 54)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(124, 90, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(40, 27, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(13, 9, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(4, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1113 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (35)
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 (30)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/1024 192/49152 ( 0.4%)
brushes 6376/8192 76512/98304 (77.8%)
brushsides 51973/65536 415784/524288 (79.3%)
planes 19066/65536 381320/1310720 (29.1%)
vertexes 35604/65536 427248/786432 (54.3%)
nodes 7143/65536 228576/2097152 (10.9%)
texinfos 8688/12288 625536/884736 (70.7%)
texdata 114/2048 3648/65536 ( 5.6%)
dispinfos 39/0 6864/0 ( 0.0%)
disp_verts 9135/0 182700/0 ( 0.0%)
disp_tris 16032/0 32064/0 ( 0.0%)
disp_lmsamples 73761/0 73761/0 ( 0.0%)
faces 21307/65536 1193192/3670016 (32.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 15133/65536 847448/3670016 (23.1%)
leaves 7148/65536 228736/2097152 (10.9%)
leaffaces 25491/65536 50982/131072 (38.9%)
leafbrushes 11744/65536 23488/131072 (17.9%)
areas 3/256 24/2048 ( 1.2%)
surfedges 163477/512000 653908/2048000 (31.9%)
edges 104519/256000 418076/1024000 (40.8%)
LDR worldlights 6/8192 600/819200 ( 0.1%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 2854/32768 28540/327680 ( 8.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 54792/65536 109584/131072 (83.6%) VERY FULL!
cubemapsamples 4/1024 64/16384 ( 0.4%)
overlays 49/512 17248/180224 ( 9.6%)
LDR lightdata [variable] 8691832/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1677435/16777216 (10.0%)
entdata [variable] 129794/393216 (33.0%)
LDR ambient table 7148/65536 28592/262144 (10.9%)
HDR ambient table 7148/65536 28592/262144 (10.9%)
LDR leaf ambient 28275/65536 791700/1835008 (43.1%)
HDR leaf ambient 7148/65536 200144/1835008 (10.9%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
Prop Hull Verts 0/0 0/0 ( 0.0%)
Prop Hull Blob 0/0 0/0 ( 0.0%)
Prop Hull Lists 0/0 0/0 ( 0.0%)
Prop Hulls 0/0 0/0 ( 0.0%)
Prop Hull trilist 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/50548 ( 0.0%)
pakfile [variable] 442787/0 ( 0.0%)
physics [variable] 2256198/4194304 (53.8%)
physics terrain [variable] 8332/1048576 ( 0.8%)
Level flags = 0
Total triangle count: 60342
Writing c:\users\ankou\desktop\campagne tchernobyl\maps\the_beauties_of_prypiat.
bsp
3 minutes, 52 seconds elapsed
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Running command: copy "C:\Users\AnKOu\Desktop\Campagne Tchernobyl\maps\the_beaut
ies_of_prypiat.bsp" "d:\ankou_docs\jeux\steam\steamapps\common\left 4 dead 2\lef
t4dead2\maps\the_beauties_of_prypiat.bsp"
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Finished. Press a key to close.
The only problem which appear in log, seems to be insignificant (according to some research on google...), also when I compile without a piece of map, lighting problem disappear and Warning: Fell out of small block heap! is still there...(this piece of map is quite big, so i can't delete it...)
Compiling with vis+bsp+rad in normal dont fix this problem.
Did someone already got this problem and how did he fix it?






