Why won’t Hammer Compile/Run my map?

im running what im sure is the latest Hammer Editor from Steam/Valve’s Source SDK app, i made a CSS map, just a cube which from what i can see has no leaks. it has one light source, one static prop, one physics prop, and 4 spawners(2 CT 2 T). From what i have read this should work fine, however whenever i try to run the map(i can’t figure out how to just compile)I get this error message, http://i183.photobucket.com/albums/x184/Vitalrampage/error.jpg and ive tried repeatedly, ive checked the folder it specifies and the file it mentions is not there, thing is i can run CSS on my own whenever i want, and steam works fine too. if you need more detail here is what appears in the compile box be4 error. help me plzzz

** Executing…
** Command: “c:\program files\steam\steamapps\vitalrampage\sourcesdk\bin\ep1\bin\vbsp.exe”
** Parameters: -game “c:\program files\steam\steamapps\vitalrampage\counter-strike source\cstrike” “C:\Program Files\Steam\SteamApps\vitalrampage\sourcesdk_content\cstrike\mapsrc\cs_firstmap”

Valve Software – vbsp.exe (Dec 11 2006)
1 threads
materialPath: c:\program files\steam\steamapps\vitalrampage\counter-strike source\cstrike\materials
Loading C:\Program Files\Steam\SteamApps\vitalrampage\sourcesdk_content\cstrike\mapsrc\cs_firstmap.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)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
writing C:\Program Files\Steam\SteamApps\vitalrampage\sourcesdk_content\cstrike\mapsrc\cs_firstmap.prt…done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable “$hdrbasetexture” for material “skybox/sky_day01_01rt”
Can’t load skybox file skybox/sky_day01_01 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) (4238 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 21 texinfos to 8
Reduced 4 texdatas to 4 (82 bytes to 82)
Writing C:\Program Files\Steam\SteamApps\vitalrampage\sourcesdk_content\cstrike\mapsrc\cs_firstmap.bsp
0 seconds elapsed

** Executing…
** Command: “c:\program files\steam\steamapps\vitalrampage\sourcesdk\bin\ep1\bin\vvis.exe”
** Parameters: -game “c:\program files\steam\steamapps\vitalrampage\counter-strike source\cstrike” “C:\Program Files\Steam\SteamApps\vitalrampage\sourcesdk_content\cstrike\mapsrc\cs_firstmap”

Valve Software – vvis.exe (Nov 8 2007)
1 threads
reading c:\program files\steam\steamapps\vitalrampage\sourcesdk_content\cstrike\mapsrc\cs_firstmap.bsp
reading c:\program files\steam\steamapps\vitalrampage\sourcesdk_content\cstrike\mapsrc\cs_firstmap.prt
4 portalclusters
4 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: 16
Average clusters visible: 4
Building PAS…
Average clusters audible: 4
visdatasize:44 compressed from 64
writing c:\program files\steam\steamapps\vitalrampage\sourcesdk_content\cstrike\mapsrc\cs_firstmap.bsp
0 seconds elapsed

** Executing…
** Command: “c:\program files\steam\steamapps\vitalrampage\sourcesdk\bin\ep1\bin\vrad.exe”
** Parameters: -game “c:\program files\steam\steamapps\vitalrampage\counter-strike source\cstrike” “C:\Program Files\Steam\SteamApps\vitalrampage\sourcesdk_content\cstrike\mapsrc\cs_firstmap”

Valve Software – vrad.exe SSE (Nov 8 2007)
—– Radiosity Simulator —-
1 threads
[Reading texlights from ‘lights.rad’]
[1 texlights parsed from ‘lights.rad’]

Loading c:\program files\steam\steamapps\vitalrampage\sourcesdk_content\cstrike\mapsrc\cs_firstmap.bsp
36 faces
17578 square feet [2531328.00 square inches]
0 displacements
0 square feet [0.00 square inches]
36 patches before subdivision
2204 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 216072, max 261
transfer lists: 1.6 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #1 added RGB(6779, 5306, 4083)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #2 added RGB(1127, 710, 418)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #3 added RGB(197, 97, 42)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #4 added RGB(34, 13, 4)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bou

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