How to Upload to Steam Workshop Gmod
Creating a Workshop Addon
This commodity will teach you how to prepare and upload an addon to the Steam Workshop.
Earlier you begin - Rules
At that place are a few rules before you start uploading addons.
Delight come across this page for complete set of rules: Steam Workshop Rules
The easy way
You can use culling 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: (feel gratis to expand)
- gmpublisher (GUI for Windows, macOS and Linux)
- Garry's Mod Addon Tool (Windows)
- Garry'south Mod Publishing Utility - Java based GUI wrapper
- gmosh - Command line interface wrapper
- Garry's Mod Easy Addon Uploader (for Windows only)
- LuaWorkshopper - Quick tool for Addon making and publishing
- Garry'due south Modernistic Workshop Utility (Easy 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's 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 computer containing addon files
- A 512x512 .jpg icon for your addon.
If you're going to make your addon public, please make certain it'due south unique and volition add something new to Garry's Modern. Don't upload addons you didn't make, even fixed versions
, without the writer'south consent.
Binder with addon files
The structure of addon for Steam Workshop is the same as the archetype addon system of Garry's Mod 12, except for those differences:
- info.txt or addon.txt are not needed
- Yous can but upload files that would usually 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 institute here:
- https://github.com/garrynewman/gmad/hulk/principal/include/AddonWhiteList.h
You addon binder structure 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/...
Hither'south all the folder names that your addon may contain, 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 "s" for sound folder. resource
my_addon
is the binder you will need to input to gmad.exe
or any other Workshop uploader and information technology'southward name could be annihilation, addon's name is defined on the Workshop Page for that addon and Not past the folder proper name.
Example
Sample Addon is the folder you volition need to provide to the gmad.exe
to catechumen it to .gma
.
Before uploading - exam your addon
Information technology is generally a proficient idea to do a final examination of your addon before uploading it to workshop to make certain everything works properly.
Doing and so is easy, simply put your addon binder (in this case information technology would be called my_addon
) into the game'south steamapps/GarrysMod/garrysmod/addons/
folder and load up the game.
The icon
This must
be a 512x512 Baseline JPEG image ( Progressive JPEG or a PNG paradigm volition NOT work! ). If gmpublish.exe does non take your icon, try reexporting it with Pigment or Pigment.Net, that should catechumen it to Baseline. The chroma must be 4:two:0, for instance Photoshop and GIMP can use 4:two:two or 4:4:4, which are not accepted.
Exercise not apply an image unrelated to your addon - this is stupid and will get your addon removed. Express your addon in image course.
Arrive relevant to your addon. Please
don't just stitch together something horrible in MS Paint. Information technology should look good, otherwise you'll exist making the workshop expect muddy. Besides, who wants to download something that looks like a three-twelvemonth-old made it?
addon.json
When creating an addon the folder should have an addon.json - which looks similar this..
{ "championship" : "My Server Content", "type" : "ServerContent", "tags" : [ "roleplay", "realism" ], "ignore" : [ "*.psd", "*.vcproj", "*.svn*" ] }
title is the name of your addon.
type is the blazon of addon, i of:
"ServerContent" "gamemode" "map" "weapon" "vehicle" "npc" "tool" "furnishings" "model" "entity"
tags is up to two of these:
"fun" "roleplay" "breathtaking" "picture show" "realism" "cartoon" "water" "comic" "build"
Ignore is a simple wildcard list of files to ignore. You lot tin can take as many of these as you want - and they don't take 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'north'drop your addon folder ( my_addon
in this example'' ) onto GMad.exe.
GMad.exe will now create your .gma. It will identify information technology to the aforementioned location where your folder is, with the aforementioned proper name.
Exercise not move GMad.exe anywhere!
Alternatively You tin 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 following command (including quotes):
gmad.exe create -folder "<Total PATH TO ADDON FOLDER>" -out "<FULL PATH TO OUTPUT .gma FILE>"
Windows users tin can also create a .bat file to automate this process:
"C:\Programme Files (x86)\Steam\steamapps\common\garrysmod\bin\gmad.exe" create -folder %i pause
Just make certain to insert correct path to your GMad.exe.
Mutual Errors
[Files does not laissez passer whitelist]
You have either dragged a wrong folder onto GMad.exe, your addon contains forbidden files or your addon has incorrect folder structure. Come across example higher up for correct addon folder structure and file whitelist.
Couldn't parse json
Your JSON file is missing or information technology is invalid. Use any JSON validators to find and fix errors.
Uploading your addon
There are multiple ways of doing that, we are going to cover merely the virtually convenient way of doing this, if you lot are on Windows.
At this point you should have a .gma file and a .jpg file. For the sake of making this easy, rename both files to have the same name, for example my_addon
:
- my_addon.jpg
- my_addon.gma
Next you want to create a .bat file somewhere and put these commands in the .bat file:
"C:\Programme Files (x86)\Steam\steamapps\common\GarrysMod\bin\gmpublish.exe" create -addon "%~dpn1.gma" -icon "%~dpn1.jpg" pause
Salvage it every bit something like gmpublish_create.bat.
Once you got the .bat file set up, simply drag'due north'drop 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 get through the process of compressing and uploading the addon to Steam Workshop.
Once that process is completed, open your Garry's Modernistic Steam Workshop, go to "My Shared Files" ( You lot can also get at that place from your contour ) and alter visibility of your addon to Public.
You are done. Your addon is now live. You can at present alter the title, description, images and videos for your addon.
Note that rules also apply to your championship, description, images, icon and videos:
- No questionable content
- No racism or offensive language/material
Common Errors
Compression Failed
This is unproblematic - your addon is likewise 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 commonly more than enough.
Brand sure that if you are uploading a especially texture-heavy addon that yous apply DXT5 texture compression. DXT5 is exponentially smaller than RGBA or BGRA, saving non only fourth dimension downloading and uploading but deject space.
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 "blazon" tag gear up to an invalid value. You lot tin can come across a list of immune values above.
PublishWorkshopFile failed! (8)
This error happens when the addon.json contains invalid UTF-eight sequences. This happens if you utilise an upload script (.cmd, .bat, etc) that cannot create the addon.json with the UTF-8 graphic symbol gear up. Please ready your addon.json by editing information technology as UTF-eight or use a title using only US-ASCII characters (latin characters with no accents).
This fault merely happens later the upload because the addon.json is packed inside of the sent GMA file.
PublishWorkshopFile failed! (nine)
An icon must be provided.
PublishWorkshopFile failed! (10)
If yous encountered an error with a number that is not listed on this folio, y'all tin observe a list of all Steam related fault codes on this handy website: https://steamerrors.com/
Please annotation - that website is non associated with Steam, Valve or Facepunch in any manner, and may exist incomplete.
libsteam_api.then: cannot open shared object file: No such file or directory
This is an fault that may happen on Linux when gmpublish fails to find its Steam API dependency. You tin 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
surround variable appropriately. See #4542 for more than info.
After Going Live
Delight brand sure your addon isn't creating errors for people. If your addon is creating too many errors it will be removed.
Yous can acquire how to update existing workshop addons in this article: Workshop Addon Updating
dennishaustrand1938.blogspot.com
Source: https://wiki.facepunch.com/gmod/Workshop_Addon_Creation
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