[BSPFILE_HELP]The BSP file contains your actual map: its brushes, spawnpoints, entities, etc. To get your BSP file, you should compile your map using GTK Radiant. If enabled in the Options, PK3Creator will automatically generate most other required files (if they are available) based on their names. Therefore, you must always first select the BSP file before selecting any other files.
[BSPFILE_LOCATION]The BSP file should be located in your 'etmain\maps' directory, carrying a ".bsp" extension. If you cannot find it, make sure you have compiled your map first.

[LIGHTMAP_HELP]The Lightmap Directory is a folder containing information (lightmap TGA images) about the lighting in your map. Without it, ET will not be able to show any lighting (and shadows) in your map. The Lightmap Directory is automatically created when you compile your map.
[LIGHTMAP_LOCATION]The Lightmap Directory should be located in your 'etmain\maps' directory, carrying the exact same name as your BSP file.

[TRACEMAP_HELP]Precipitation effects and the mortar weapon require a tracemap to work. To generate a tracemap for your map run the game in developer mode (/developer 1) and type the following command '\generateTracemap'. This will generate a tracemap image (.tga) with a 256x256 pixel resolution. You can also use the tracemap (specifically, it's RED channel) to quickly create an accurate Command Map Image. 
[TRACEMAP_LOCATION]The Tracemap file should be located in your 'etmain\maps' directory, carrying the same name as your BSP file, followed by the string "_tracemap", and a ".tga" extension.

[SCRIPT_HELP]The Script file is made up of routines which define what various entities do and how they react to game events. Each entity in the map has the possibility to run a routine in the script file.
[SCRIPT_LOCATION]The Script file should be located in your 'etmain\maps' directory (not the scripts directory). It should carry the exact same name as your BSP file with a ".script" extension.

[OBJDATA_HELP]The Objective Data file contains the Objective Information for each objective shown in the Limbo Menu. 
[OBJDATA_LOCATION]The Objective Data file should be located in your 'etmain\maps' directory, carrying the exact same name as your BSP file with a ".objdata" extension.

[ARENA_HELP]The Arena file contains general information about your map, such as information displayed while loading the map (name, briefing text, position on the world map) and information about the time limits and spawntimes. An Arena File Generator can be found under the Tools menu of PK3Creator, allowing a quick and easy way to create the Arena file in the correct format.
[ARENA_LOCATION]The Arena file should be located in your 'etmain\scripts' directory, carrying the exact same name as your BSP file with a ".arena" extension.

[LOC_HELP]The Location file enables the certain mods (such as ETPro) to display your current location when using teamchat. 
[LOC_LOCATION]The Location file should be located in your 'etmain\maps' directory, carrying the same name as your BSP file, followed by the string "_loc" and a ".dat" extension.

[SOUNDS_HELP]The Sounds file contains sound definition names you can use in your Script file to play voice-command sounds (such as "Objective Taken!").
[SOUNDS_LOCATION]The Sounds file should be located in your 'etmain\sound\scripts' directory, carrying the exact same name as your BSP file with a ".sounds" extension.

[LOADINGIMAGE_HELP]The Loading Image is the image that is displayed in the game's Server Browser and when your map is loading.
[LOADINGIMAGE_LOCATION]The Loading Image should be located in your 'etmain\levelshots' directory, carrying the exact same name as your BSP file with a ".tga" extension.

[COMMANDMAP_HELP]The Command Map Image is the image that players see on their Command Map (either in the Limbo Menu, in the Map Popup or the Compass), excluding any icons (which are generated during play-time). 
[COMMANDMAP_LOCATION]The Command Map Image should be located in your 'etmain\levelshots' directory, carrying the same name as your BSP file, followed by the string "_cc" and a ".tga" extension.

[SPSFILE_HELP]The SPS file is generated when using the in-game Speaker Editor and contains information about your speakers. 
[SPSFILE_LOCATION]The SPS file should be located in your 'etmain\sound\maps' directory, carrying the exact same name as your BSP file with a ".sps" extension.