How To Upload A Map To Gmod Workshop
Creating a Workshop Addon
This article will teach you how to prepare and upload an addon to the Steam Workshop.
Before yous begin - Rules
At that place are a few rules before you start uploading addons.
Please meet this page for complete gear up of rules: Steam Workshop Rules
The easy fashion
Yous can use alternative tools such as GUIs (graphical user interfaces) fabricated by customs members to create, excerpt and upload addons to Steam Workshop.
Links to such known tools: (feel free to expand)
- gmpublisher (GUI for Windows, macOS and Linux)
- Garry'south Mod Addon Tool (Windows)
- Garry's Mod Publishing Utility - Java based GUI wrapper
- gmosh - Command line interface wrapper
- Garry'due south Mod Easy Addon Uploader (for Windows only)
- LuaWorkshopper - Quick tool for Addon making and publishing
- Garry'due south Mod Workshop Utility (Like shooting fish in a barrel create, upload..etc)
- Crowbar (Unpack, Publish, and Pack) -- Publish to Workshop via Crowbar (Guide)
Alternatively, the guide below describes how to upload addons to the Steam Workshop using Garry'south Modernistic'southward shipped tools, gmad.exe and gmpublish.exe.
Preparing your addon
To upload an addon to workshop you volition demand the following things:
- A folder anywhere on your estimator containing addon files
- A 512x512 .jpg icon for your addon.
If you're going to brand your addon public, delight make sure it'southward unique and will add together something new to Garry's Modern. Don't upload addons you didn't make, even fixed versions
, without the author's consent.
Folder with addon files
The structure of addon for Steam Workshop is the same as the archetype addon organization of Garry's Modern 12, except for those differences:
- info.txt or addon.txt are not needed
- You tin can only upload files that would usually be mounted past the game, except for:
- .dll, .exe, .htm, .html, .css and .js files are restricted
- .txt files are restricted too, except for vehicle scripts
- Full file path whitelist can be plant hither:
- https://github.com/garrynewman/gmad/blob/principal/include/AddonWhiteList.h
You addon folder construction must look somewhat like this: (beneath is but an case)
my_addon/ my_addon/lua/autorun/myScript.lua my_addon/materials/myMaterial.png my_addon/maps/gm_examplemap.bsp my_addon/maps/pollex/gm_examplemap.png my_addon/gamemodes/mygamemode/mygamemode.txt my_addon/gamemodes/mygamemode/gamemode/stuff.lua my_addon/gamemodes/mygamemode/content/materials/mycontent.vtf my_addon/gamemodes/mygamemode/entities/weapons/weapon_mygun.lua my_addon/gamemodes/mygamemode/...
Here's all the binder names that your addon may comprise, next to the addon.json file:
maps backgrounds gamemodes materials lua scenes models scripts particles sound - This is not a typo, at that place is no "s" for sound folder. resource
my_addon
is the folder you will need to input to gmad.exe
or any other Workshop uploader and information technology's name could be anything, addon'due south name is defined on the Workshop Page for that addon and Non by the folder name.
Case
Sample Addon is the folder you lot will demand to provide to the gmad.exe
to catechumen it to .gma
.
Before uploading - test your addon
It is generally a good thought to do a final test of your addon before uploading it to workshop to make certain everything works properly.
Doing so is easy, just put your addon folder (in this example information technology would be called my_addon
) into the game's steamapps/GarrysMod/garrysmod/addons/
folder and load upward the game.
The icon
This must
be a 512x512 Baseline JPEG image ( Progressive JPEG or a PNG image will NOT work! ). If gmpublish.exe does not accept your icon, try reexporting information technology with Pigment or Paint.Internet, that should convert information technology to Baseline. The chroma must exist four:two:0, for instance Photoshop and GIMP can use 4:2:2 or 4:4:4, which are not accepted.
Do not use an image unrelated to your addon - this is stupid and volition get your addon removed. Limited your addon in image form.
Make it relevant to your addon. Delight
don't just sew together together something horrible in MS Paint. It should look practiced, otherwise you'll be making the workshop wait dirty. Too, who wants to download something that looks like a three-twelvemonth-old fabricated it?
addon.json
When creating an addon the folder should accept an addon.json - which looks like this..
{ "championship" : "My Server Content", "blazon" : "ServerContent", "tags" : [ "roleplay", "realism" ], "ignore" : [ "*.psd", "*.vcproj", "*.svn*" ] }
championship is the proper noun of your addon.
type is the blazon of addon, one of:
"ServerContent" "gamemode" "map" "weapon" "vehicle" "npc" "tool" "effects" "model" "entity"
tags is up to two of these:
"fun" "roleplay" "scenic" "picture show" "realism" "drawing" "water" "comic" "build"
Ignore is a simple wildcard list of files to ignore. You can take equally many of these as yous desire - and they don't accept to be wildcarded, they can be specific files.
Creating a .gma for upload
For Windows, you can simply navigate to your GMad.exe in <STEAM LOCATION>/steamapps/common/garrysmod/bin and drag'due north'drop your addon folder ( my_addon
in this example'' ) onto GMad.exe.
GMad.exe will now create your .gma. It will identify it to the same location where your folder is, with the same name.
Exercise not movement GMad.exe anywhere!
Alternatively Y'all tin open up the command prompt (cmd.exe), cd to the gmod bin folder
(<tt>cd "<STEAM FOLDER>/steamapps/mutual/garrysmod/bin"</tt>, include quotes), so enter the post-obit control (including quotes):
gmad.exe create -folder "<FULL PATH TO ADDON FOLDER>" -out "<Total PATH TO OUTPUT .gma FILE>"
Windows users tin as well create a .bat file to automate this process:
"C:\Program Files (x86)\Steam\steamapps\common\garrysmod\bin\gmad.exe" create -folder %1 intermission
Just make sure to insert correct path to your GMad.exe.
Mutual Errors
[Files does not pass whitelist]
Yous have either dragged a incorrect folder onto GMad.exe, your addon contains forbidden files or your addon has wrong folder structure. See example above for correct addon folder structure and file whitelist.
Couldn't parse json
Your JSON file is missing or it is invalid. Employ whatever JSON validators to find and fix errors.
Uploading your addon
In that location are multiple means of doing that, we are going to cover but the most user-friendly fashion of doing this, if you are on Windows.
At this bespeak you should have a .gma file and a .jpg file. For the sake of making this like shooting fish in a barrel, rename both files to have the same proper name, for example my_addon
:
- my_addon.jpg
- my_addon.gma
Next you desire to create a .bat file somewhere and put these commands in the .bat file:
"C:\Plan Files (x86)\Steam\steamapps\common\GarrysMod\bin\gmpublish.exe" create -addon "%~dpn1.gma" -icon "%~dpn1.jpg" suspension
Save it as something like gmpublish_create.bat.
Once you got the .bat file ready, merely drag'n'driblet your .gma or your .jpg onto that .bat file. It is essential that both files must have the same name.
Now gmpublish.exe will go through the process of compressing and uploading the addon to Steam Workshop.
Once that process is completed, open your Garry's Mod Steam Workshop, get to "My Shared Files" ( You can also get there from your profile ) and change visibility of your addon to Public.
You are washed. Your addon is at present live. You tin now change the championship, clarification, images and videos for your addon.
Note that rules also apply to your title, description, images, icon and videos:
- No questionable content
- No racism or offensive linguistic communication/material
Mutual Errors
Compression Failed
This is simple - your addon is besides big. This is unremarkably solved by downscaling your .vtf textures. Note that some video cards may not even support 4096x4096 textures! 1024x1024 or 512x512 are ordinarily more than than plenty.
Make sure that if you are uploading a particularly texture-heavy addon that you use DXT5 texture compression. DXT5 is exponentially smaller than RGBA or BGRA, saving not merely time downloading and uploading just cloud infinite.
Ran out of quota
If this happened to y'all, contact robotboy655@facepunchstudios.com for help.
Addon has invalid type!
Your addon.json has the "type" tag prepare to an invalid value. Y'all can see a list of allowed values higher up.
PublishWorkshopFile failed! (8)
This mistake happens when the addon.json contains invalid UTF-8 sequences. This happens if you apply an upload script (.cmd, .bat, etc) that cannot create the addon.json with the UTF-eight graphic symbol set. Please gear up your addon.json by editing it equally UTF-8 or employ a title using only US-ASCII characters (latin characters with no accents).
This error just happens afterwards the upload because the addon.json is packed inside of the sent GMA file.
PublishWorkshopFile failed! (ix)
An icon must be provided.
PublishWorkshopFile failed! (X)
If you encountered an error with a number that is not listed on this page, you can find a list of all Steam related error codes on this handy website: https://steamerrors.com/
Please note - that website is not associated with Steam, Valve or Facepunch in any mode, and may exist incomplete.
libsteam_api.so: cannot open up shared object file: No such file or directory
This is an error that may happen on Linux when gmpublish fails to find its Steam API dependency. Yous can resolve this past copying the libsteam_api.so
dependency from the game's bin/
folder to /usr/lib/
, or by setting the LD_LIBRARY_PATH
environs variable accordingly. See #4542 for more info.
After Going Live
Delight make sure your addon isn't creating errors for people. If your addon is creating too many errors information technology volition be removed.
You can acquire how to update existing workshop addons in this commodity: Workshop Addon Updating
Source: https://wiki.facepunch.com/gmod/Workshop_Addon_Creation
Posted by: herbertthissattion.blogspot.com
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