well by default they're not in there but even with them set to normal the same thing happens, here's the outcome though:
** Executing...
** Command: Change Directory
** Parameters: "D:Program
FilesValveSteamSteamAppskeith@keithwolf.netsourcesdk"** Executing...
** Command: Copy File
** Parameters: "D:Program
FilesValveSteamSteamAppskeith@keithwolf.netsourcesdkcstrike_sample_contentmapstest_box.vmf" "D:Program
FilesValveSteamSteamAppskeith@keithwolf.netsourcesdkcstrike_sample_contentmapstest_box.vmf"** Executing...
** Command: "D:Program
FilesValveSteamSteamAppskeith@keithwolf.netsourcesdkbinvbsp.exe"** Parameters: "D:Program
FilesValveSteamSteamAppskeith@keithwolf.netsourcesdkcstrike_sample_contentmapstest_box"Valve Software - vbsp.exe (Nov 4 2004)
1 threads
materialPath: D:Program
FilesValveSteamSteamAppskeith@keithwolf.netsourcesdkcstrike_sample_contentmaterialsLoading D:Program
FilesValveSteamSteamAppskeith@keithwolf.netsourcesdkcstrike_sample_contentmapstest_box.vmffixing 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 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:Program
FilesValveSteamSteamAppskeith@keithwolf.netsourcesdkcstrike_sample_contentmapstest_box.prt...done (0)
Can't load skybox file sky_wasteland02 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) (2261 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing D:Program
FilesValveSteamSteamAppskeith@keithwolf.netsourcesdkcstrike_sample_contentmapstest_box.bsp1 second elapsed
Memory leak: mempool blocks left in memory: 49
** Executing...
** Command: "D:Program
FilesValveSteamSteamAppskeith@keithwolf.netsourcesdkbinvvis.exe"** Parameters: "D:Program
FilesValveSteamSteamAppskeith@keithwolf.netsourcesdkcstrike_sample_contentmapstest_box"Valve Software - vvis.exe (Nov 4 2004)
1 threads
reading d:program
filesvalvesteamsteamappskeith@keithwolf.netsourcesdkcstrike_sample_contentmapstest_box.bspreading d:program
filesvalvesteamsteamappskeith@keithwolf.netsourcesdkcstrike_sample_contentmapstest_box.prt 1 portalclusters
0 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: 1
Average clusters visible: 1
Building PAS...
Average clusters audible: 1
visdatasize:14 compressed from 16
writing d:program
filesvalvesteamsteamappskeith@keithwolf.netsourcesdkcstrike_sample_contentmapstest_box.bsp0 seconds elapsed
** Executing...
** Command: "D:Program
FilesValveSteamSteamAppskeith@keithwolf.netsourcesdkbinvrad.exe"** Parameters: "D:Program
FilesValveSteamSteamAppskeith@keithwolf.netsourcesdkcstrike_sample_contentmapstest_box"Valve Software - vrad.exe (Nov 4 2004)
--- Radiosity Simulator
--1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading d:program
filesvalvesteamsteamappskeith@keithwolf.netsourcesdkcstrike_sample_contentmapstest_box.bsp6 faces
7566 square feet [1089536.00 square inches]
0 displacements
0 square feet [0.00 square inches]
6 patches before subdivision
762 patches after subdivision
1 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 42080, max 183
transfer lists: 0.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1272, 1071, 831)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(141, 99, 57)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(16, 10, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0014 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
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 36/65536 720/1310720 ( 0.1%)
vertexes 25/65536 300/786432 ( 0.0%)
nodes 10/65536 320/2097152 ( 0.0%)
texinfos 9/12288 648/884736 ( 0.1%)
texdata 3/2048 96/65536 ( 0.1%)
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 6/65536 336/3670016 ( 0.0%)
origfaces 6/65536 336/3670016 ( 0.0%)
leaves 12/65536 672/3670016 ( 0.0%)
leaffaces 6/65536 12/131072 ( 0.0%)
leafbrushes 6/65536 12/131072 ( 0.0%)
surfedges 48/512000 192/2048000 ( 0.0%)
edges 37/256000 148/1024000 ( 0.0%)
worldlights 1/8192 88/720896 ( 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%)
lightdata [variable] 28444/0 ( 0.0%)
visdata [variable] 14/16777216 ( 0.0%)
entdata [variable] 322/393216 ( 0.1%)
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] 22/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 2261/4194304 ( 0.1%)
Total Win32 BSP file data space used: 35353 bytes
Linux Specific Data:
physicssurface [variable] 0/6291456 ( 0.0%)
Total Linux BSP file data space used: 33092 bytes
Total triangle count: 12
Writing d:program
filesvalvesteamsteamappskeith@keithwolf.netsourcesdkcstrike_sample_contentmapstest_box.bsp1 second elapsed