Es/Source SDK Files and Directory Structure: Difference between revisions
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# Inicie el '''Hammer level editor''', que es iniciado en el '''SDK Tools Directory'''. | # Inicie el '''Hammer level editor''', que es iniciado en el '''SDK Tools Directory'''. | ||
# Grabe el mapa como . | # 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'''. | # 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'''. | ||
Revision as of 07:30, 9 November 2008
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 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:
Tipo de archivo | Descripción | Localización |
---|---|---|
.VMF |
Codigo fuente de los mapas. | sourcesdk_content\<nombre del juego>\mapsrc
|
.TGA .TXT |
Codigo fuente de las texturas. | sourcesdk_content\<nombre del juego>\materialsrc
|
.SCN .SMD .QC |
Codigo fuente de los modelos. | sourcesdk_content\<nombre del juego>\modelsrc
|
.BSP |
Mapa ya compilado. | <nombre del juego>\maps
|
.VMT .VTF |
Texturas ya compilado. | <nombre del juego>\materials
|
.MDL .VTX |
Modelos ya compilado. | <nombre del juego>\models
|
The following image shows the default locations for these files and folders:
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. |
Ejemplos de usar esta estructura de directorio SDK
He aquí algunos ejemplos prácticos de cómo es usada esta estructura:
Compilación de un mapa de CS:S:
- Inicie el Hammer level editor, que es iniciado en el SDK Tools Directory.
- Grabe el mapa como .vmf dentro del directorio
cstrike\mapsrc
, que esta bajo Content Sources. - Compile el mapa dentro del Hammer. El mapa es compilado como un .BSP y automaticamente colocado en el directorio
cstrike\maps
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
hl2mp\materialsrc
directory, which is under Content Sources. - Compile the texture with Vtex.exe, which is in the SDK Tools Directory.
- The texture is compiled as a VTF file and automatically placed in the
hl2mp\materials
Game Content directory. - Create the VMT material file with a text editor, and save it in the
hl2mp\materials
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
hl2\modelsrc
directory, which is under Content Sources. - Create the .QC model definition file with a text editor, and save it in the
hl2\modelsrc
directory, which is under Content Sources. - Compile the model with
Studiomdl.exe
, which is in the SDK Tools Directory. - 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.
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