How to Upload a Garrys Mod Map
Creating a Workshop Addon
This article will teach you lot how to prepare and upload an addon to the Steam Workshop.
Before yous begin - Rules
There are a few rules before you start uploading addons.
Please meet this page for complete set of rules: Steam Workshop Rules
The piece of cake fashion
You tin apply culling tools such as GUIs (graphical user interfaces) made by community members to create, extract and upload addons to Steam Workshop.
Links to such known tools: (feel gratuitous to expand)
- gmpublisher (GUI for Windows, macOS and Linux)
- Garry'southward Mod Addon Tool (Windows)
- Garry'south Modernistic Publishing Utility - Java based GUI wrapper
- gmosh - Command line interface wrapper
- Garry's Mod Easy Addon Uploader (for Windows simply)
- LuaWorkshopper - Quick tool for Addon making and publishing
- Garry's 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's Mod's shipped tools, gmad.exe and gmpublish.exe.
Preparing your addon
To upload an addon to workshop you volition 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, delight make sure it's unique and will add together something new to Garry'due south Modern. Don't upload addons you didn't make, even fixed versions
, without the author'south consent.
Folder with addon files
The construction of addon for Steam Workshop is the same equally the archetype addon system of Garry's Mod 12, except for those differences:
- info.txt or addon.txt are not needed
- You lot can but upload files that would normally 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 found here:
- https://github.com/garrynewman/gmad/blob/master/include/AddonWhiteList.h
Y'all addon folder construction must look somewhat like this: (beneath is just 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 sound - This is non a typo, there is no "s" for sound folder. resource
my_addon
is the folder you will demand to input to gmad.exe
or any other Workshop uploader and it's name could be anything, addon's proper name is defined on the Workshop Folio for that addon and NOT by the binder name.
Case
Sample Addon is the folder you will need to provide to the gmad.exe
to catechumen it to .gma
.
Before uploading - test your addon
It is generally a practiced idea to do a concluding examination of your addon earlier uploading information technology to workshop to make sure everything works properly.
Doing and then is easy, simply put your addon folder (in this case it would be called my_addon
) into the game'due south steamapps/GarrysMod/garrysmod/addons/
folder and load upward the game.
The icon
This must
exist a 512x512 Baseline JPEG epitome ( Progressive JPEG or a PNG image volition NOT work! ). If gmpublish.exe does non take your icon, try reexporting information technology with Paint or Pigment.Cyberspace, that should catechumen it to Baseline. The blush must be 4:2:0, for instance Photoshop and GIMP can utilize 4:2:ii or 4:iv:iv, which are not accepted.
Do not employ an image unrelated to your addon - this is stupid and volition 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 wait good, otherwise you'll be making the workshop look dirty. Besides, who wants to download something that looks like a three-year-old made it?
addon.json
When creating an addon the binder should have an addon.json - which looks like this..
{ "title" : "My Server Content", "type" : "ServerContent", "tags" : [ "roleplay", "realism" ], "ignore" : [ "*.psd", "*.vcproj", "*.svn*" ] }
championship is the name of your addon.
blazon is the type 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" "cartoon" "water" "comic" "build"
Ignore is a simple wildcard list of files to ignore. You can have equally many of these as you want - and they don't have to be wildcarded, they tin 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'driblet your addon folder ( my_addon
in this instance'' ) onto GMad.exe.
GMad.exe will now create your .gma. It will place it to the same location where your binder is, with the same name.
Practise not move GMad.exe anywhere!
Alternatively Yous can open the command prompt (cmd.exe), cd to the gmod bin folder
(<tt>cd "<STEAM FOLDER>/steamapps/common/garrysmod/bin"</tt>, include quotes), and so enter the post-obit command (including quotes):
gmad.exe create -folder "<Full PATH TO ADDON Folder>" -out "<Full PATH TO OUTPUT .gma FILE>"
Windows users tin can besides create a .bat file to automate this process:
"C:\Program Files (x86)\Steam\steamapps\mutual\garrysmod\bin\gmad.exe" create -folder %ane suspension
Just make certain to insert right 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 incorrect binder construction. Run into case above 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 find and fix errors.
Uploading your addon
At that place are multiple ways of doing that, we are going to cover simply the most convenient manner 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 piece of cake, rename both files to have the same name, for example my_addon
:
- my_addon.jpg
- my_addon.gma
Next yous desire 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 information technology as something like gmpublish_create.bat.
One time you got the .bat file ready, only drag'northward'drib your .gma or your .jpg onto that .bat file. Information technology is essential that both files must have the aforementioned name.
Now gmpublish.exe volition go through the procedure of compressing and uploading the addon to Steam Workshop.
Once that process is completed, open your Garry'southward Mod Steam Workshop, go to "My Shared Files" ( You can too get there from your contour ) and modify visibility of your addon to Public.
You are done. Your addon is now live. Y'all tin at present change the title, description, images and videos for your addon.
Note that rules as well apply to your title, clarification, images, icon and videos:
- No questionable content
- No racism or offensive linguistic communication/material
Common Errors
Pinch Failed
This is elementary - your addon is too large. This is normally solved by downscaling your .vtf textures. Note that some video cards may not even back up 4096x4096 textures! 1024x1024 or 512x512 are usually more than plenty.
Make sure that if you are uploading a especially texture-heavy addon that y'all use DXT5 texture compression. DXT5 is exponentially smaller than RGBA or BGRA, saving not only time downloading and uploading but deject space.
Ran out of quota
If this happened to yous, contact robotboy655@facepunchstudios.com for assist.
Addon has invalid type!
Your addon.json has the "type" tag set up to an invalid value. You can see a listing of allowed values higher up.
PublishWorkshopFile failed! (8)
This error happens when the addon.json contains invalid UTF-viii sequences. This happens if you lot use an upload script (.cmd, .bat, etc) that cannot create the addon.json with the UTF-viii grapheme fix. Delight fix your addon.json by editing it as UTF-8 or use a title using only US-ASCII characters (latin characters with no accents).
This error simply happens after the upload considering 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 non listed on this page, you lot tin can notice a listing of all Steam related error codes on this handy website: https://steamerrors.com/
Please note - that website is non associated with Steam, Valve or Facepunch in any way, and may be incomplete.
libsteam_api.then: cannot open up shared object file: No such file or directory
This is an mistake that may happen on Linux when gmpublish fails to observe its Steam API dependency. You tin can resolve this by copying the libsteam_api.so
dependency from the game's bin/
binder to /usr/lib/
, or past setting the LD_LIBRARY_PATH
environment variable appropriately. See #4542 for more than info.
Afterwards Going Live
Please make sure your addon isn't creating errors for people. If your addon is creating too many errors it will exist removed.
You can learn how to update existing workshop addons in this article: Workshop Addon Updating
Source: https://wiki.facepunch.com/gmod/Workshop_Addon_Creation
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