Gmod Workshophow to Upload Addons Over 512mb
Creating a Workshop Addon
This article will teach you how to set and upload an addon to the Steam Workshop.
Earlier you brainstorm - Rules
There are a few rules before you start uploading addons.
Please run across this page for complete set up of rules: Steam Workshop Rules
The piece of cake way
You tin can use culling tools such as GUIs (graphical user interfaces) made past community members to create, extract and upload addons to Steam Workshop.
Links to such known tools: (feel free to expand)
- gmpublisher (GUI for Windows, macOS and Linux)
- Garry'south Modernistic Addon Tool (Windows)
- Garry's Mod Publishing Utility - Java based GUI wrapper
- gmosh - Control line interface wrapper
- Garry's Mod Like shooting fish in a barrel Addon Uploader (for Windows just)
- LuaWorkshopper - Quick tool for Addon making and publishing
- Garry'due south Mod Workshop Utility (Piece of cake create, upload..etc)
- Crowbar (Unpack, Publish, and Pack) -- Publish to Workshop via Crowbar (Guide)
Alternatively, the guide beneath describes how to upload addons to the Steam Workshop using Garry'due south Mod's shipped tools, gmad.exe and gmpublish.exe.
Preparing your addon
To upload an addon to workshop y'all will demand the following things:
- A folder anywhere on your computer containing addon files
- A 512x512 .jpg icon for your addon.
If y'all're going to make your addon public, delight make sure information technology's unique and will add together something new to Garry's Mod. Don't upload addons you lot didn't brand, fifty-fifty fixed versions
, without the author'southward consent.
Folder with addon files
The structure of addon for Steam Workshop is the aforementioned as the classic addon organisation of Garry's Modern 12, except for those differences:
- info.txt or addon.txt are not needed
- You can only upload files that would ordinarily be mounted by 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 establish here:
- https://github.com/garrynewman/gmad/blob/primary/include/AddonWhiteList.h
You addon folder construction must await somewhat like this: (below is merely an example)
my_addon/ my_addon/lua/autorun/myScript.lua my_addon/materials/myMaterial.png my_addon/maps/gm_examplemap.bsp my_addon/maps/thumb/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/...
Hither's all the folder names that your addon may contain, next to the addon.json file:
maps backgrounds gamemodes materials lua scenes models scripts particles audio - This is not a typo, there is no "due south" for sound folder. resource
my_addon
is the folder y'all will need to input to gmad.exe
or any other Workshop uploader and it'southward name could exist anything, addon's name is defined on the Workshop Page for that addon and NOT by the folder name.
Example
Sample Addon is the folder y'all volition need to provide to the gmad.exe
to convert it to .gma
.
Before uploading - test your addon
It is generally a good idea to do a terminal test of your addon earlier uploading it to workshop to brand sure everything works properly.
Doing so is like shooting fish in a barrel, simply put your addon folder (in this example it would exist chosen my_addon
) into the game's steamapps/GarrysMod/garrysmod/addons/
folder and load up the game.
The icon
This must
be a 512x512 Baseline JPEG epitome ( Progressive JPEG or a PNG paradigm volition Not work! ). If gmpublish.exe does non accept your icon, try reexporting it with Paint or Pigment.NET, that should catechumen it to Baseline. The chroma must be 4:2:0, for instance Photoshop and GIMP can use 4:2:two or four:4:4, which are not accepted.
Do not employ an epitome unrelated to your addon - this is stupid and will get your addon removed. Express your addon in image form.
Get in relevant to your addon. Please
don't just stitch together something horrible in MS Paint. Information technology should await adept, otherwise you'll exist making the workshop wait dirty. Besides, who wants to download something that looks like a iii-yr-sometime made it?
addon.json
When creating an addon the folder should take an addon.json - which looks like this..
{ "title" : "My Server Content", "type" : "ServerContent", "tags" : [ "roleplay", "realism" ], "ignore" : [ "*.psd", "*.vcproj", "*.svn*" ] }
title is the name of your addon.
type is the type of addon, one of:
"ServerContent" "gamemode" "map" "weapon" "vehicle" "npc" "tool" "furnishings" "model" "entity"
tags is upwardly to ii of these:
"fun" "roleplay" "scenic" "movie" "realism" "drawing" "water" "comic" "build"
Ignore is a simple wildcard list of files to ignore. You can have as many of these every bit you want - and they don't have to be wildcarded, they can be specific files.
Creating a .gma for upload
For Windows, yous can simply navigate to your GMad.exe in <STEAM LOCATION>/steamapps/common/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. Information technology will identify it to the aforementioned location where your folder is, with the same name.
Do not motility GMad.exe anywhere!
Alternatively Y'all can open the command prompt (cmd.exe), cd to the gmod bin folder
(<tt>cd "<STEAM FOLDER>/steamapps/mutual/garrysmod/bin"</tt>, include quotes), then enter the post-obit command (including quotes):
gmad.exe create -folder "<FULL PATH TO ADDON Binder>" -out "<Full PATH TO OUTPUT .gma FILE>"
Windows users can as well create a .bat file to automate this process:
"C:\Plan Files (x86)\Steam\steamapps\common\garrysmod\bin\gmad.exe" create -folder %1 intermission
Only make sure to insert correct path to your GMad.exe.
Common Errors
[Files does not pass whitelist]
Yous have either dragged a wrong folder onto GMad.exe, your addon contains forbidden files or your addon has incorrect folder structure. See example to a higher place for right addon folder construction and file whitelist.
Couldn't parse json
Your JSON file is missing or information technology is invalid. Use any JSON validators to observe and fix errors.
Uploading your addon
In that location are multiple means of doing that, we are going to cover only the most convenient way of doing this, if y'all are on Windows.
At this point you lot should have a .gma file and a .jpg file. For the sake of making this easy, rename both files to have the aforementioned name, for example my_addon
:
- my_addon.jpg
- my_addon.gma
Next yous want to create a .bat file somewhere and put these commands in the .bat file:
"C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\gmpublish.exe" create -addon "%~dpn1.gma" -icon "%~dpn1.jpg" pause
Save it as something like gmpublish_create.bat.
Once yous got the .bat file ready, merely elevate'north'drib your .gma or your .jpg onto that .bat file. Information technology is essential that both files must have the same name.
Now gmpublish.exe will become through the process of compressing and uploading the addon to Steam Workshop.
Once that process is completed, open your Garry'south Mod Steam Workshop, go to "My Shared Files" ( You tin also become there from your profile ) and alter visibility of your addon to Public.
You are done. Your addon is at present live. You lot can now change the title, description, images and videos for your addon.
Note that rules too apply to your championship, description, images, icon and videos:
- No questionable content
- No racism or offensive language/cloth
Common Errors
Compression Failed
This is simple - your addon is likewise big. This is usually solved by downscaling your .vtf textures. Note that some video cards may not even support 4096x4096 textures! 1024x1024 or 512x512 are usually more than plenty.
Make sure that if you lot are uploading a especially texture-heavy addon that you lot utilize DXT5 texture compression. DXT5 is exponentially smaller than RGBA or BGRA, saving not only time downloading and uploading just cloud space.
Ran out of quota
If this happened to you, contact robotboy655@facepunchstudios.com for assist.
Addon has invalid type!
Your addon.json has the "type" tag ready to an invalid value. Y'all can see a list of allowed values in a higher place.
PublishWorkshopFile failed! (8)
This error happens when the addon.json contains invalid UTF-eight sequences. This happens if you use an upload script (.cmd, .bat, etc) that cannot create the addon.json with the UTF-eight character prepare. Please prepare your addon.json past editing it every bit UTF-8 or use a title using only US-ASCII characters (latin characters with no accents).
This error just happens after the upload because the addon.json is packed inside of the sent GMA file.
PublishWorkshopFile failed! (9)
An icon must be provided.
PublishWorkshopFile failed! (10)
If you encountered an error with a number that is not listed on this page, you lot 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 whatever way, and may be incomplete.
libsteam_api.then: cannot open shared object file: No such file or directory
This is an error that may happen on Linux when gmpublish fails to detect its Steam API dependency. Yous can resolve this past copying the libsteam_api.so
dependency from the game'due south bin/
binder to /usr/lib/
, or by setting the LD_LIBRARY_PATH
environs variable accordingly. See #4542 for more info.
After Going Live
Please make sure your addon isn't creating errors for people. If your addon is creating besides many errors it will be removed.
You lot tin learn how to update existing workshop addons in this article: Workshop Addon Updating
lairdfultentreske.blogspot.com
Source: https://wiki.facepunch.com/gmod/Workshop_Addon_Creation
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