I've recently installed Hammer++ and set it up for Half-Life 2, But every time i compile the map, the bsp file doesn't show up and the game doesn't run. I've tried changing all of the directories to the Half-Life 2 files instead of the Source SDK 2013 Singeplayer ones and reinstalling Hammer++, but nothing.
Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin"
Running command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\island.vmf"
Valve Software - vbsp.exe (Nov 17 2022)
8 threads
Using shader api: shaderapiempty.dll
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\island.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\gameinfo.txt
Patching WVT material: maps/island/nature/blendsandgrass008a_wvt_patch
fixing up env_cubemap materials on brush sides...
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finished. Press a key to close.
I doubt that has anything to do with BSP files not being created. Looking at the source code that error only relates to the use of func_instance entities and is not a fatal error.
Is the compile log you provided the entire log? Can you show your Hammer configuration (build programs and all that) and the compile settings?
Your map has a leak, but due to how the compiler works it's not reporting this.
Your map needs at least one solid brush not tied to any entities to properly compile. You tied all sky brushes to func_water_analog which causes the compiler to skip trying to build brushes, so it also skips over the usual leak detection.
Sky brushes must never be tied to an entity. Brushes used to seal the map must never be tied to an entity either. Once you've changed the sky brushes back to regular brushes it should compile properly.