Difference between revisions of "Source SDK Files and Directory Structure:es"

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{{lang|Source SDK Files and Directory Structure}}
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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.
  
= El comienzo =
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== The directory structure explained ==
== Lo primero ==
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The SDK directory structure is now set up so that game content directories are separated from game sources directories.
  
Para comprender bien el SDK debemos primero saber qué es lo que tenemos y que cosas no, así para poder saber cuándo aplicar las herramientas propias del SDK y cuando aplicar las herramientas de terceros.
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* '''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).
  
Cuando ya hemos instalado el SDK Source lo primero que vamos a ver va hacer este cuadro de herramientas:  
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This table explains some of the different game content and game source file types in the SDK:
  
[[Image:Sdk-es-ima04.png|center|Herramientas]]
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{| class=standard-table
 +
! File type        || Description          || Location
 +
|-
 +
| <code>.[[VMF]]</code>              || Map source files.                                  || <code>sourcesdk_content\<game name>\mapsrc</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:es|.SCN]] [[SMD:es|.SMD]] [[QC:es|.QC]]</code>      || Model source files.                                |<code>sourcesdk_content\<game name>\modelsrc</code>
 +
|-
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| <code>[[BSP:es|.BSP]]</code>              || Map content files — compiled game maps.            || <code><game name>\maps</code>
 +
|-
 +
|<code>[[MDL:es|.MDL]] [[VTX:es|.VTX]]</code>          || Model content files — compiled game models.  || <code><game name>\models</code>
 +
|-
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| <code>[[VMT:es|.VMT]] [[VTF:es|.VTF]]</code>        || Texture content files — compiled model skins.     || <code><game name>\materials\models</code>
 +
|-
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| <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:
  
Aquí podemos ver que está dividido en 5 Partes. Y en cada una hay herramientas que nos será de gran utilidad para poder llevar acabo nuestros MOD o juegos.
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[[Image:developer-contentfolders.jpg]]
  
::1. Aplicaciones.
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{| class=standard-table
 
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| '''Steam Install Directory'''      || The location where you've installed Steam.
[[Image:Sdk-es-ima05.png|center|Herramientas]]
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|-
 
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| '''Game Content'''                || The game content is here, with all the files necessary to run each game under each game directory.
::2. Documentación.
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|-
 
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| '''SDK Tools'''                    || The location of the applications necessary to create and compile SDK content.
[[Image:Sdk-es-ima06.png|center|Herramientas]]
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|-
 
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| '''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.'''
::3. Utilidades.
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|}
 
 
[[Image:Sdk-es-ima07.png|center|Herramientas]]
 
 
 
::4. Links.
 
 
 
[[Image:Sdk-es-ima08.png|center|Herramientas]]
 
 
 
::5. Juego actual.
 
 
 
[[Image:Sdk-es-ima09.png|center|Herramientas]]
 
 
 
Como pueden ver son pocas las herramientas, pero eso no quiere decir que no son de gran utilidad al momento de nuestra creaciones.
 
 
 
Esta es la parte que veremos primera vez cuando iniciamos el SDK.
 
 
 
== Estructura del SDK ==
 
 
 
Antes de continuar debemos saber cómo está la estructura de nuestro propio SDK pero a nivel de archivos o directorios.
 
  
El SDK se compone de los siguientes elementos según cómo pueden ver en la imagen:
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== Examples of using this SDK directory structure ==
 +
Here are some practical examples of how this structure is used:
  
[[Image:Sdk-es-ima10.png|center|Herramientas]]
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=== Compiling a CS:S map ===
 +
# Launch the [[Hammer:es|Hammer]] map editor from the '''SDK Tools Directory'''.
 +
# 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.
  
Pueden ver que hay tres cuadros.
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=== 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'''.
 +
# Compile the texture with [[Vtex:es|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.
 +
# Create the [[VMT:es|VMT]] material file with a [[text editor]], and save it in the <code>hl2mp\materials</code> '''Game Content''' directory.
  
::1. Carpeta de juegos. También esta área la pueden encontrar como '''“Game content”''' en los documentos del SDK o sus siglas GCS (Game Content Source), aquí se encuentra todos los archivos necesarios para poder correr el juego, ya sea mapas, modelos, texturas, etc.
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=== Creating a model for HL2 ===
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# 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'''.
 +
# 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'''.
 +
# 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.
  
::2. Herramientas del SDK. Aquí se encuentra en si los ejecutables de las herramientas del SDK.
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For in-depth descriptions of these procedures, see the appropriate section of the Source SDK Documentation.
  
::3. Contenido Source. Aquí se encontrara los archivos necesarios para la creación de tus juegos, en si aquí está el código fuente de cada uno. También esta área la puedes encontrar como '''“Game Source”''' o sus siglas GSS (Game Source Source)
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[[Category:Source SDK FAQ:es]]
 
 
Como pueden ver en el área GSS viene subcarpetas si vamos por niveles, el nivel que le sigue son en si las carpetas de los juegos, por default viene solamente cstrike, hl2 y hl2mp (Half Live 2 Deathmatch), como en mi caso también tengo instalados otras cosas como el DOD (DayOfDefeat).
 
 
 
Siguiendo los niveles podemos ver que el siguiente contiene 3 carpetas.
 
 
 
::1. Mapsrc
 
 
 
::2. Materialsrc
 
 
 
::3. Modelsrc
 
 
 
El primero corresponde al código fuente de nuestros mapas. El segundo al código fuente de las texturas o en si la textura nada mas. Y por ultimo tenemos el lugar donde se almacena el código fuente de nuestros modelos.
 
 
 
También hago referencia en que cada carpeta y sus archivos tiene una extensión en si, por ejemplo la primera carpeta '''(Mapsrc)''' su extensión es .VMF, la seguda '''(Materialsrc)''' sus extensiónes son .TGA y .TXT y la ultima carpeta '''(Modelsrc)''' son .SCN .SMD y .QC.
 
 
 
En resumen lo podemos ver en la siguiente tabla:
 
 
 
{|
 
! Tipo de archivo        || Descripción          || Localización
 
|-
 
| <code>.VMF</code>              || Codigo fuente de los mapas.                                  || <code>sourcesdk_content\<nombre del juego>\mapsrc</code>
 
|-
 
|<code>.TGA .TXT</code>          || Codigo fuente de las texturas.                              || <code>sourcesdk_content\<nombre del juego>\materialsrc</code>
 
|-
 
|<code>.SCN .SMD .QC</code>      || Codigo fuente de los modelos.                                || <code>sourcesdk_content\<nombre del juego>\modelsrc</code>
 
|}
 

Latest revision as of 17:11, 12 September 2021

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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.

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
.
TGA
.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.