Source SDK Files and Directory Structure

With the release of , the default directory structure was 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
 	Texture source files. 	sourcesdk_content\<game name>\materialsrc
.scn .smd .qc	sourcesdk_content\<game name>\modelsrc 	
  	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:
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. Games run on and (Authoring Tools) will have it's SDK installed in the same location as the game itself.
SDK Tools 	The location of the applications necessary to create and compile SDK content. These applications only works with and earlier.
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 map ===
# Launch the Hammer map editor from the SDK Tools Directory.
# Save the map as a VMF into the cstrike\mapsrc directory, which is under Content Sources.
# 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 ===
# Create a texture in an image editor, 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.
=== Creating a model for ===
# Create an SCN model in 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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