Es/Source SDK Files and Directory Structure: Difference between revisions

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With the latest SDK release, the default directory structure will be changed to remove the restriction of having to save your game content into the \sourcesdk directory tree. This document explains how the [[Source SDK]] directory structure is set up.
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With the latest SDK release, the default directory structure will be changed to remove the restriction of having to save your game content into the \sourcesdk directory tree. This document explains how the Source SDK directory structure is set up.
 
= La estructura de directorio explicada =


== The directory structure explained ==
The SDK directory structure is now set up so that game content directories are separated from game sources directories.
The SDK directory structure is now set up so that game content directories are separated from game sources directories.


* <i>Game content</i> files are the actual files necessary to run the game — textures, maps, models, etc.
* '''Game content''' files are the actual files necessary to run the game — textures, maps, models, etc.
* <i>Game sources</i> are the files that are used to create that game content (the "source" of the game content).
* '''Game sources''' are the files that are used to create that game content (the "source" of the game content).


This table explains some of the different game content and game source file types in the SDK:
This table explains some of the different game content and game source file types in the SDK:


{| class=standard-table
{| class=standard-table
! Tipo de archivo         || Descripción           || Localización
! File type         || Description           || Location
|-
|-
| <code>.VMF</code>              || Codigo fuente de los mapas.                                  || <code>sourcesdk_content\<nombre del juego>\mapsrc</code>
| <code>.[[VMF]]</code>              || Map source files.                                  || <code>sourcesdk_content\<game name>\mapsrc</code>
|-
|-
|<code>.TGA .TXT</code>         || Codigo fuente de las texturas.                               || <code>sourcesdk_content\<nombre del juego>\materialsrc</code>
|<code>.{{OtherWiki
|TGA
|link1internal=1
|link1=TGA
|link2=[https://en.m.wikipedia.org/wiki/Truevision_TGA Wikipedia]}} [[TXT:es|.TXT]]</code>         <span style="display:none">|</span>
|Texture source files.
|<code>sourcesdk_content\<game name>\materialsrc</code>
|-
|-
|<code>.SCN .SMD .QC</code>      || Codigo fuente de los modelos.                                || <code>sourcesdk_content\<nombre del juego>\modelsrc</code>
|<code>[[SCN:es|.SCN]] [[SMD:es|.SMD]] [[QC:es|.QC]]</code>      || Model source files.                                |<code>sourcesdk_content\<game name>\modelsrc</code>
 
|-
| <code>[[BSP:es|.BSP]]</code>              || Map content files — compiled game maps.            || <code><game name>\maps</code>
|-
|-
| <code>.BSP</code>             || Mapa ya compilado.                                   || <code><nombre del juego>\maps</code>
|<code>[[MDL:es|.MDL]] [[VTX:es|.VTX]]</code>         || Model content files — compiled game models.   || <code><game name>\models</code>
|-
|-
|<code>.VMT .VTF</code>         || Texturas ya compilado.                               || <code><nombre del juego>\materials</code>
| <code>[[VMT:es|.VMT]] [[VTF:es|.VTF]]</code>         || Texture content files — compiled model skins.     || <code><game name>\materials\models</code>
|-
|-
|<code>.MDL .VTX</code>     || Modelos ya compilado.                                 || <code><nombre del juego>\models</code>
| <code>[[VMT:es|.VMT]] [[VTF:es|.VTF]]</code>         || Texture content files — compiled brush textures.     || <code><game name>\materials</code>
|}
|}
The following image shows the default locations for these files and folders:
The following image shows the default locations for these files and folders:
Line 51: Line 48:
|}
|}


== Examples of using this SDK directory structure ==
Here are some practical examples of how this structure is used:


= Ejemplos de usar esta estructura de directorio SDK =
=== Compiling a CS:S map ===
 
# Launch the [[Hammer:es|Hammer]] map editor from the '''SDK Tools Directory'''.
He aquí algunos ejemplos prácticos de cómo es usada esta estructura:
# Save the map as a [[VMF:es|VMF]] into the <code>cstrike\mapsrc</code> directory, which is under '''Content Sources'''.
# Compile the map inside Hammer. The map is compiled as a [[BSP:es|BSP]] and automatically placed in the <code>cstrike\maps</code> '''Game Content''' directory.


== Compilación de un mapa de CS:S: ==
=== Creating a texture for HL2:DM ===
 
# Create a texture in an [[image editor]], and save it as a [[TGA:es|TGA]] in the <code>hl2mp\materialsrc</code> directory, which is under '''Content Sources'''.
# Inicie el  '''Hammer level editor''', que es iniciado en el '''SDK Tools Directory'''.
# Compile the texture with [[Vtex:es|Vtex.exe]], which is in the '''SDK Tools Directory'''.
# Grabe el mapa como .vmf dentro del directorio <code>cstrike\mapsrc</code>, que esta bajo '''Content Sources'''.
# Compile el mapa dentro del Hammer. El mapa es compilado como un .BSP y automaticamente colocado en el directorio <code>cstrike\maps</code> '''Game Content'''.
 
== Creación de una textura para Half-Life 2: Deathmatch: ==
 
# Create a texture in an image editing application, and save it as a .TGA in the <code>hl2mp\materialsrc</code> directory, which is under '''Content Sources'''.
# Compile the texture with [[Vtex|Vtex.exe]], which is in the '''SDK Tools Directory'''.
# The texture is compiled as a [[VTF]] file and automatically placed in the <code>hl2mp\materials</code> '''Game Content''' directory.
# The texture is compiled as a [[VTF]] file and automatically placed in the <code>hl2mp\materials</code> '''Game Content''' directory.
# Create the [[VMT]] material file with a text editor, and save it in the <code>hl2mp\materials</code> '''Game Content''' directory.
# Create the [[VMT:es|VMT]] material file with a [[text editor]], and save it in the <code>hl2mp\materials</code> '''Game Content''' directory.
 
== creación de un modelo para Half-Life 2: ==


# Create a model in Softimage|XSI EXP, and export it as an .SMD in the <code>hl2\modelsrc</code> directory, which is under '''Content Sources'''.
=== Creating a model for HL2 ===
# Create the .QC model definition file with a text editor, and save it in the <code>hl2\modelsrc</code> directory, which is under '''Content Sources'''.
# Create an [[SCN:es|SCN]] model in [[XSI:es|XSI EXP]], and export it as an [[SMD:es|SMD]] in the <code>hl2/modelsrc</code> directory, which is under '''Content Sources'''.
# Compile the model with <code>Studiomdl.exe</code>, which is in the '''SDK Tools''' Directory.
# Create the .QC model definition file with a [[text editor]], and save it in the <code>hl2/modelsrc</code> directory, which is under '''Content Sources'''.
# The model is compiled as a .MDL and automatically placed in the <code>hl2\models</code> '''Game Content''' directory.
# Compile the model with [[Studiomdl:es|Studiomdl.exe]], which is in the '''SDK Tools''' Directory.
# The model is compiled as a [[MDL:es|MDL]] and automatically placed in the <code>hl2/models</code> '''Game Content''' directory.


For in-depth descriptions of these procedures, see the appropriate section of the Source SDK Documentation.
For in-depth descriptions of these procedures, see the appropriate section of the Source SDK Documentation.


[[Category:Source_SDK_FAQ:es]]
[[Category:Source SDK FAQ:es]]

Revision as of 17:11, 12 September 2021

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Template:Translate:es With the latest SDK release, the default directory structure will be changed to remove the restriction of having to save your game content into the \sourcesdk directory tree. This document explains how the Source SDK directory structure is set up.

The directory structure explained

The SDK directory structure is now set up so that game content directories are separated from game sources directories.

  • Game content files are the actual files necessary to run the game — textures, maps, models, etc.
  • Game sources are the files that are used to create that game content (the "source" of the game content).

This table explains some of the different game content and game source file types in the SDK:

File type Description Location
.VMF Map source files. sourcesdk_content\<game name>\mapsrc
.Template:OtherWiki .TXT | Texture source files. sourcesdk_content\<game name>\materialsrc
.SCN .SMD .QC sourcesdk_content\<game name>\modelsrc
.BSP Map content files — compiled game maps. <game name>\maps
.MDL .VTX Model content files — compiled game models. <game name>\models
.VMT .VTF Texture content files — compiled model skins. <game name>\materials\models
.VMT .VTF Texture content files — compiled brush textures. <game name>\materials

The following image shows the default locations for these files and folders:

Developer-contentfolders.jpg

Steam Install Directory The location where you've installed Steam.
Game Content The game content is here, with all the files necessary to run each game under each game directory.
SDK Tools The location of the applications necessary to create and compile SDK content.
Content Sources Directories for each of the types of game content sources are here, with a set of directories for each game you want to create content for. SDK sample content is also stored here.

Examples of using this SDK directory structure

Here are some practical examples of how this structure is used:

Compiling a CS:S map

  1. Launch the Hammer map editor from the SDK Tools Directory.
  2. Save the map as a VMF into the cstrike\mapsrc directory, which is under Content Sources.
  3. Compile the map inside Hammer. The map is compiled as a BSP and automatically placed in the cstrike\maps Game Content directory.

Creating a texture for HL2:DM

  1. Create a texture in an image editor, and save it as a TGA in the hl2mp\materialsrc directory, which is under Content Sources.
  2. Compile the texture with Vtex.exe, which is in the SDK Tools Directory.
  3. The texture is compiled as a VTF file and automatically placed in the hl2mp\materials Game Content directory.
  4. Create the VMT material file with a text editor, and save it in the hl2mp\materials Game Content directory.

Creating a model for HL2

  1. Create an SCN model in XSI EXP, and export it as an SMD in the hl2/modelsrc directory, which is under Content Sources.
  2. Create the .QC model definition file with a text editor, and save it in the hl2/modelsrc directory, which is under Content Sources.
  3. Compile the model with Studiomdl.exe, which is in the SDK Tools Directory.
  4. The model is compiled as a MDL and automatically placed in the hl2/models Game Content directory.

For in-depth descriptions of these procedures, see the appropriate section of the Source SDK Documentation.