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Create a texture in an image editor, and save it as a TGA in the hl2mp\materialsrc directory, which is under Content Sources.The map is compiled as a BSP and automatically placed in the cstrike\maps Game Content directory.Ĭreating a texture for Half-Life 2: Deathmatch Save the map as a VMF into the cstrike\mapsrc directory, which is under Content Sources.Launch the Hammer map editor from the SDK Tools Directory.Here are some practical examples of how this structure is used: SDK sample content is also stored here.Įxamples of Using This SDK Directory Structure The location of the applications necessary to create and compile SDK content.ĭirectories 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. The game content is here, with all the files necessary to run each game under each game directory. The location where you've installed Steam. The following image shows the default locations for these files and folders: Texture content files-compiled brush textures. Texture content files-compiled model skins. Model content files-compiled game models. This table explains some of the different game content and game source file types in the SDK: Game sources are the files that are used to create that game content (the "source" of the game content).Game content files are the actual files necessary to run the game-textures, maps, models, etc.The SDK directory structure is now set up so that game content directories are separated from game sources directories. 2.2 Creating a texture for Half-Life 2: Deathmatch.2.1 Compiling a Counter-Strike: Source map.2 Examples of Using This SDK Directory Structure.
