can you give me your compile log (either here or in a PM), and ill try to figure out whats wrong :)
EDIT: Nothing should be wrong with your SDK, this just sounds as a major leak or something close to that.
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\andre01243\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\andre01243\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\andre01243\counter-strike source\cstrike\maps\Surf_Rodica7.vmf"
Valve Software - vbsp.exe (Apr 26 2012)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\andre01243\counter-strike source\cstrike\materials
Loading C:\Program Files (x86)\Steam\steamapps\andre01243\counter-strike source\cstrike\maps\SurfRodica7.vmf
ConVarRef matreduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\andre01243\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/surfrodica7/denuke/nukblenddirtgrasswvtpatch
fixing up envcubemap materials on brush sides...
ProcessBlockThread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity triggerteleport (-1748.50 -1268.00 -2977.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 8 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
Creating default LDR cubemaps for envcubemap using skybox materials:
skybox/skyday0101.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for envcubemap using skybox materials:
skybox/skyday01_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...
done (2) (283685 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no waterlodcontrol entity, creating a default one.
Compacting texture/material tables...
Reduced 1394 texinfos to 832
Reduced 45 texdatas to 21 (1836 bytes to 488)
Writing C:\Program Files (x86)\Steam\steamapps\andre01243\counter-strike source\cstrike\maps\Surf_Rodica7.bsp
4 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\andre01243\counter-strike source\cstrike\maps\SurfRodica7.bsp" "c:\program files (x86)\steam\steamapps\andre01243\team fortress 2\tf\maps\SurfRodica7.bsp"
** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 240 -game "c:\program files (x86)\steam\steamapps\andre01243\counter-strike source\cstrike" +map "Surf_Rodica7"
mind you, on this compiler the Run VIS and run RAD were both on none.
and when i put them both on normal, the compiler doesn't finish, there is an error and it closes down the map :( i literally just finshed the compiler with them both turned on. and it loaded up css, then closed it saying 'engine hunk overflow'