banner



How To Upload A Garrys Mod Map

Creating a Workshop Addon

This article volition teach you how to prepare and upload an addon to the Steam Workshop.

Earlier y'all begin - Rules

There are a few rules before you lot start uploading addons.

Please see this page for complete set of rules: Steam Workshop Rules

The easy way

You can employ alternative tools such as GUIs (graphical user interfaces) made by customs members to create, extract and upload addons to Steam Workshop.

Links to such known tools: (experience free to expand)

  • gmpublisher (GUI for Windows, macOS and Linux)
  • Garry's 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'south Mod Workshop Utility (Easy 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'due south Modern's shipped tools, gmad.exe and gmpublish.exe.

Preparing your addon

To upload an addon to workshop you will need the following things:

  • A folder anywhere on your estimator containing addon files
  • A 512x512 .jpg icon for your addon.

If y'all're going to make your addon public, please make sure information technology's unique and will add something new to Garry's Mod. Don't upload addons you didn't make, even fixed versions, without the author'due south consent.

Folder with addon files

The structure of addon for Steam Workshop is the same as the archetype addon arrangement of Garry'south Mod 12, except for those differences:

  • info.txt or addon.txt are not needed
  • You tin only upload files that would normally exist mounted by the game, except for:
    • .dll, .exe, .htm, .html, .css and .js files are restricted
    • .txt files are restricted as well, except for vehicle scripts
    • Full file path whitelist tin exist institute here:
      • https://github.com/garrynewman/gmad/hulk/master/include/AddonWhiteList.h

You lot addon folder construction must look somewhat like this: (below is just 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 folder names that your addon may incorporate, side by side to the addon.json file:

maps backgrounds gamemodes materials lua scenes models scripts particles sound - This is not a typo, there is no "southward" for audio folder. resource

my_addon is the folder you volition need to input to gmad.exe or any other Workshop uploader and it's name could exist anything, addon's name is defined on the Workshop Page for that addon and NOT by the folder proper noun.

Instance

Sample Addon is the folder you will need to provide to the gmad.exe to convert it to .gma.

Before uploading - test your addon

It is generally a skillful thought to do a concluding test of your addon before uploading it to workshop to make sure everything works properly.

Doing so is easy, simply put your addon folder (in this example information technology would be chosen my_addon) into the game's steamapps/GarrysMod/garrysmod/addons/ folder and load upwardly 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 non accept your icon, try reexporting information technology with Paint or Paint.Net, that should catechumen it to Baseline. The chroma must be 4:ii:0, for instance Photoshop and GIMP can use 4:ii:2 or 4:four:4, which are not accepted.

Do not employ an image unrelated to your addon - this is stupid and will get your addon removed. Express your addon in epitome form.

Make it relevant to your addon. Please don't but stitch together something horrible in MS Paint. It should look practiced, otherwise you'll be making the workshop wait muddy. Besides, who wants to download something that looks like a three-year-old fabricated it?

addon.json

When creating an addon the folder should have an addon.json - which looks like this..

{ "title" : "My Server Content", "blazon" : "ServerContent", "tags" : [ "roleplay", "realism" ], "ignore" : [ "*.psd", "*.vcproj", "*.svn*" ] }

championship is the name of your addon.

type is the type of addon, i of:

"ServerContent" "gamemode" "map" "weapon" "vehicle" "npc" "tool" "effects" "model" "entity"

tags is up to two of these:

"fun" "roleplay" "scenic" "moving picture" "realism" "cartoon" "water" "comic" "build"

Ignore is a unproblematic wildcard list of files to ignore. Y'all tin can have as many of these every bit you want - and they don't have to be wildcarded, they tin can be specific files.

Creating a .gma for upload

For Windows, y'all can but navigate to your GMad.exe in <STEAM LOCATION>/steamapps/mutual/garrysmod/bin and drag'n'drop your addon folder ( my_addon in this example'' ) onto GMad.exe.

GMad.exe will at present create your .gma. It will identify it to the aforementioned location where your folder is, with the aforementioned proper noun.

Do not motility GMad.exe anywhere!

Alternatively You can open the command prompt (cmd.exe), cd to the gmod bin folder

(<tt>cd "<STEAM FOLDER>/steamapps/common/garrysmod/bin"</tt>, include quotes), then enter the post-obit control (including quotes):

gmad.exe create -folder "<FULL PATH TO ADDON Binder>" -out "<FULL PATH TO OUTPUT .gma FILE>"

Windows users can also create a .bat file to automate this process:

"C:\Program Files (x86)\Steam\steamapps\common\garrysmod\bin\gmad.exe" create -folder %ane pause

Just make sure to insert right path to your GMad.exe.

Common Errors

[Files does not laissez passer whitelist]

Yous accept either dragged a wrong folder onto GMad.exe, your addon contains forbidden files or your addon has incorrect folder structure. Come across example to a higher place for correct addon folder structure and file whitelist.

Couldn't parse json

Your JSON file is missing or it is invalid. Use any JSON validators to detect and fix errors.

Uploading your addon

At that place are multiple ways of doing that, we are going to cover only the most convenient way of doing this, if you are on Windows.

At this indicate 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 take the same name, for instance my_addon:

  • my_addon.jpg
  • my_addon.gma

Side by side you desire to create a .bat file somewhere and put these commands in the .bat file:

"C:\Program Files (x86)\Steam\steamapps\mutual\GarrysMod\bin\gmpublish.exe" create -addon "%~dpn1.gma" -icon "%~dpn1.jpg" pause

Save it every bit something like gmpublish_create.bat.

Once you got the .bat file ready, simply elevate'north'drop your .gma or your .jpg onto that .bat file. It is essential that both files must have the aforementioned name.

Now gmpublish.exe will go through the process of compressing and uploading the addon to Steam Workshop.

One time that process is completed, open your Garry's Modern Steam Workshop, go to "My Shared Files" ( You lot can as well get in that location from your profile ) and change visibility of your addon to Public.

Y'all are done. Your addon is at present live. You can now change the championship, description, images and videos for your addon.

Annotation that rules too utilise to your title, description, images, icon and videos:

  • No questionable content
  • No racism or offensive language/material

Common Errors

Compression Failed

This is simple - your addon is likewise large. This is normally solved by downscaling your .vtf textures. Annotation that some video cards may not even support 4096x4096 textures! 1024x1024 or 512x512 are usually more than enough.

Make certain that if you lot are uploading a specially texture-heavy addon that you lot use DXT5 texture compression. DXT5 is exponentially smaller than RGBA or BGRA, saving not just time downloading and uploading but deject space.

Ran out of quota

If this happened to you, contact robotboy655@facepunchstudios.com for aid.

Addon has invalid type!

Your addon.json has the "blazon" tag set up to an invalid value. You can see a list of allowed values above.

PublishWorkshopFile failed! (8)

This fault happens when the addon.json contains invalid UTF-8 sequences. This happens if you use an upload script (.cmd, .bat, etc) that cannot create the addon.json with the UTF-8 character set. Please fix your addon.json past editing it as UTF-8 or use a title using only U.s.a.-ASCII characters (latin characters with no accents).

This error merely happens afterwards the upload considering the addon.json is packed inside of the sent GMA file.

PublishWorkshopFile failed! (9)

An icon must exist provided.

PublishWorkshopFile failed! (X)

If y'all encountered an error with a number that is not listed on this page, y'all can find a list of all Steam related error codes on this handy website: https://steamerrors.com/

Please annotation - that website is not associated with Steam, Valve or Facepunch in any style, and may be incomplete.

libsteam_api.and so: cannot open 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 tin resolve this by copying the libsteam_api.so dependency from the game'southward bin/ folder to /usr/lib/, or by setting the LD_LIBRARY_PATH environment variable appropriately. Run into #4542 for more than info.

Later on Going Live

Please make sure your addon isn't creating errors for people. If your addon is creating too many errors information technology will be removed.

You tin can learn how to update existing workshop addons in this article: Workshop Addon Updating

Source: https://wiki.facepunch.com/gmod/Workshop_Addon_Creation

Posted by: cristwhounteet.blogspot.com

0 Response to "How To Upload A Garrys Mod Map"

Post a Comment

Iklan Atas Artikel

Iklan Tengah Artikel 1

Iklan Tengah Artikel 2

Iklan Bawah Artikel