Garrys Mod How to Upload Model to Workshop

Creating a Workshop Addon

This article will teach yous how to prepare and upload an addon to the Steam Workshop.

Earlier you begin - Rules

There are a few rules before you start uploading addons.

Delight see this folio for consummate set of rules: Steam Workshop Rules

The piece of cake way

Y'all can use alternative tools such equally GUIs (graphical user interfaces) fabricated by community members to create, extract and upload addons to Steam Workshop.

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

  • gmpublisher (GUI for Windows, macOS and Linux)
  • Garry's Modernistic Addon Tool (Windows)
  • Garry's Mod Publishing Utility - Java based GUI wrapper
  • gmosh - Command line interface wrapper
  • Garry's Mod Piece of cake Addon Uploader (for Windows only)
  • LuaWorkshopper - Quick tool for Addon making and publishing
  • Garry'due 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 Modernistic'south shipped tools, gmad.exe and gmpublish.exe.

Preparing your addon

To upload an addon to workshop y'all 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 brand your addon public, please make certain information technology's unique and will add something new to Garry's Mod. Don't upload addons you lot didn't make, fifty-fifty stock-still versions, without the writer's consent.

Binder with addon files

The structure of addon for Steam Workshop is the aforementioned as the classic addon arrangement of Garry's Modernistic 12, except for those differences:

  • info.txt or addon.txt are not needed
  • Yous can just upload files that would normally 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 tin be plant here:
      • https://github.com/garrynewman/gmad/blob/master/include/AddonWhiteList.h

You addon folder structure must look somewhat like this: (below is but 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'southward 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 "southward" for sound folder. resource

my_addon is the binder you will demand to input to gmad.exe or any other Workshop uploader and it's name could be anything, addon's name is defined on the Workshop Page for that addon and NOT past the binder proper noun.

Example

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

Earlier uploading - test your addon

It is generally a good idea to exercise a final test of your addon earlier uploading it to workshop to make sure everything works properly.

Doing and so is easy, simply put your addon folder (in this example it would be chosen my_addon) into the game's steamapps/GarrysMod/garrysmod/addons/ binder and load up 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 Pigment.Net, that should convert it to Baseline. The chroma must be 4:ii:0, for instance Photoshop and GIMP can use 4:two:2 or 4:4:4, which are not accepted.

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

Make it relevant to your addon. Please don't just stitch together something horrible in MS Paint. It should look good, otherwise you'll exist making the workshop await dingy. Besides, who wants to download something that looks like a three-year-old made information technology?

addon.json

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

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

title is the name of your addon.

type is the blazon of addon, one of:

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

tags is up to ii of these:

"fun" "roleplay" "scenic" "movie" "realism" "cartoon" "water" "comic" "build"

Ignore is a unproblematic wildcard listing of files to ignore. You lot can have every bit many of these as you lot want - and they don't have to be wildcarded, they can exist 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'n'drop your addon folder ( my_addon in this example'' ) onto GMad.exe.

GMad.exe will now create your .gma. Information technology will place it to the same location where your binder is, with the same name.

Practise non motion GMad.exe anywhere!

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

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

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

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

"C:\Program Files (x86)\Steam\steamapps\common\garrysmod\bin\gmad.exe" create -folder %1 pause

Just make certain to insert correct path to your GMad.exe.

Common Errors

[Files does not pass whitelist]

You have either dragged a wrong folder onto GMad.exe, your addon contains forbidden files or your addon has wrong folder structure. Meet example above for right addon folder structure and file whitelist.

Couldn't parse json

Your JSON file is missing or it is invalid. Use whatever JSON validators to find and set up errors.

Uploading your addon

In that location are multiple means of doing that, nosotros are going to embrace only the well-nigh user-friendly way of doing this, if yous are on Windows.

At this indicate you should accept a .gma file and a .jpg file. For the sake of making this easy, rename both files to have the same name, for case my_addon:

  • my_addon.jpg
  • my_addon.gma

Side by side 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

Save it as something like gmpublish_create.bat.

In one case you got the .bat file gear up, but elevate'n'drop your .gma or your .jpg onto that .bat file. It is essential that both files must take the aforementioned name.

Now gmpublish.exe volition get through the process of compressing and uploading the addon to Steam Workshop.

In one case that procedure is completed, open up your Garry's Modernistic Steam Workshop, go to "My Shared Files" ( You can also get there from your profile ) and change visibility of your addon to Public.

You lot are done. Your addon is now live. Yous tin can now change the championship, description, images and videos for your addon.

Note that rules too apply to your title, description, images, icon and videos:

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

Common Errors

Pinch Failed

This is uncomplicated - your addon is as well big. This is usually solved by downscaling your .vtf textures. Note that some video cards may not even back up 4096x4096 textures! 1024x1024 or 512x512 are normally more than plenty.

Make certain that if you are uploading a particularly texture-heavy addon that y'all apply DXT5 texture compression. DXT5 is exponentially smaller than RGBA or BGRA, saving not only time downloading and uploading simply deject infinite.

Ran out of quota

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

Addon has invalid type!

Your addon.json has the "type" tag set to an invalid value. Yous can see a listing of allowed values above.

PublishWorkshopFile failed! (8)

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

This error merely happens later the upload because the addon.json is packed within of the sent GMA file.

PublishWorkshopFile failed! (ix)

An icon must exist provided.

PublishWorkshopFile failed! (10)

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 fashion, and may be incomplete.

libsteam_api.so: 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 by copying the libsteam_api.so dependency from the game'due south bin/ folder to /usr/lib/, or past setting the LD_LIBRARY_PATH environment variable appropriately. See #4542 for more info.

After Going Alive

Please make certain your addon isn't creating errors for people. If your addon is creating too many errors it volition exist removed.

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

cummingshaile1973.blogspot.com

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

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