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Once done, simply go your game's folder (the game you are mapping for), and inside it, you will have a custom folder, create a folder called my_custom_stuff in it and paste your materials, models, sound, and any other folders inside.
You can probably edit some gameinfo.txt so it load the vpks.
Edit hl2 gameinfo, make it load css vpk, so you can use hl2 hammer that will load HL2,Ep1,Ep2 and CS:S content
If you want to import custom content to CSGO, easiest way to do it is to paste your materials, models, sound folders (or w/e folders you have) into X:\...\SteamApps\common\Counter-Strike Global Offensive.
However, in my experience, CSGO is quite annoying when dealing with custom content as it causes all sorts of problems when playing on official servers. So just make a back up of your pure game folders before pasting new content in them, so that you can revert back in case you want to play a game.
Create a new /DEV folder on your drive and recreate the .../common/{game}... folder structure within it. Extract the needed resources from the VPKs into your new working environment.
Edit the Hammer Options to use the resources in the new location.
Now you can create your map, pak the resources in it and test it in your real game.
With this method you will keep your dev stuff entirely separate from your playable game.
c:\mydevfolder\ would be your working mapping folder and should contain the sub folders:
\materials
\models
\sound
\scripts
etc..
In Hammer options edit the 'Game Directory' to: c:\mydevfolder
(this is where Hammer will look for the resources)
Extract the resources from the gcfs/vpks you want to use into c:\mydevfolder
mydevfolder can be on any drive and named anything you want just be sure the drive and folder name are entered into the hammer 'game directory' correctly.
Game Executable Directory (ex: c:\Half-Life):
- You Have: $SteamUserDir\Half-Life 2
- Should Have: $SteamUserDir\{game you're mapping for, leave as is if your map is to be played in Half-Life 2}
Explanation of this entry: This points to the location of the game executable of the game you are mapping for. Hammer uses this location to launch the game for map testing purposes. Ideally you should set it to the location appropriate for the game you're mapping for, if your map is intended to be played in HL2 then leave it as is. HOWEVER, you should not rely on Hammer to launch the game and load your map for testing, do it manually by copying your compiled map (BSP) into the maps folder of the game, start the game and load the map.
Game Directory (where Gameinfo.txt is, ex: c:\Half-Life\cstrike):
- You Have: $SteamUserDir\Half-Life 2\ep2
- Should Have: (path to the 'working' folder you placed your resources in, ie: c:\mydevfolder)
Explanation of this entry: This is where Hammer will look for the resources (Materials, Models, etc..)
Hammer VMF Directory (ex: C:\Half-Life\maps):
- You Have: $SteamUserDir\Half-Life 2\sourcesdk_content\ep2\...?
- Should Have: (path where you want to 'save' your VMFs)
Explanation of this entry: When you use File, Open menu in Hammer this is the default location it will open. Hammer will always save your BSP in the same folder as the VMF. If you create a maps folder in your 'working' folder you can use it, then your creations will be kept separate from any/all Steam files. I would never rely on putting my stuff anywhere within the Steam folder system, keep it in a different folder somewhere else on your drive or an another drive, this is what I call my 'working' folder and where I put all the resources (Materials, Models etc.) so they are completely separate from Steam and not susceptible to automatic updates of games etc which could potentially overwrite anything you may have customized.
When you 'Run Map' to compile your BSP I suggest you use 'Expert' mode and only check $bsp_exe, $vis_exe and $light_exe, UNCheck the 'Copy File' and $game_exe options. After compiling, and verifying the compile log shows NO errors, manually copy the BSP to your games maps folder, then start the game and load the map.