How to Upload Props to the Gmod Workshop

Creating a Workshop Addon

This article will teach you how to gear up and upload an addon to the Steam Workshop.

Before you begin - Rules

There are a few rules before you start uploading addons.

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

The piece of cake way

You lot can use alternative tools such every bit GUIs (graphical user interfaces) made by customs 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's Mod Addon Tool (Windows)
  • Garry's Mod Publishing Utility - Java based GUI wrapper
  • gmosh - Control line interface wrapper
  • Garry's Mod Easy Addon Uploader (for Windows only)
  • LuaWorkshopper - Quick tool for Addon making and publishing
  • Garry's Modernistic Workshop Utility (Like shooting fish in a barrel 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 binder anywhere on your computer containing addon files
  • A 512x512 .jpg icon for your addon.

If yous're going to brand your addon public, please brand sure it's unique and volition add together something new to Garry's Modern. Don't upload addons y'all didn't brand, even fixed versions, without the writer's consent.

Folder with addon files

The structure of addon for Steam Workshop is the same equally the classic addon system of Garry's Mod 12, except for those differences:

  • info.txt or addon.txt are non needed
  • You tin can only 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
    • Total file path whitelist tin can be plant here:
      • https://github.com/garrynewman/gmad/blob/main/include/AddonWhiteList.h

Yous addon binder structure must await 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/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/...

Here's all the binder names that your addon may comprise, next to the addon.json file:

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

my_addon is the binder you volition need to input to gmad.exe or any other Workshop uploader and it's proper noun could be anything, addon'due south name is divers on the Workshop Folio for that addon and NOT past the folder name.

Example

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 mostly a good idea to do a final exam of your addon before uploading it to workshop to make certain everything works properly.

Doing so is easy, merely put your addon folder (in this example 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 image ( Progressive JPEG or a PNG image will NOT work! ). If gmpublish.exe does not have your icon, endeavor reexporting it with Paint or Paint.NET, that should convert it to Baseline. The blush must be iv:2:0, for instance Photoshop and GIMP tin can employ 4:ii:2 or 4:4:4, which are not accustomed.

Practise not employ 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 merely stitch together something horrible in MS Paint. It should wait good, otherwise y'all'll be making the workshop look dingy. Too, who wants to download something that looks like a iii-year-one-time made it?

addon.json

When creating an addon the folder should accept 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" "effects" "model" "entity"

tags is up to 2 of these:

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

Ignore is a simple wildcard list of files to ignore. You tin can have equally many of these as you want - and they don't have to be wildcarded, they tin exist specific files.

Creating a .gma for upload

For Windows, you can just navigate to your GMad.exe in <STEAM LOCATION>/steamapps/common/garrysmod/bin and drag'n'driblet your addon binder ( my_addon in this case'' ) onto GMad.exe.

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

Exercise not motion GMad.exe anywhere!

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

(<tt>cd "<STEAM FOLDER>/steamapps/common/garrysmod/bin"</tt>, include quotes), so enter the following command (including quotes):

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

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

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

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

Common Errors

[Files does not laissez passer whitelist]

Y'all have either dragged a incorrect binder 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 it is invalid. Utilize any JSON validators to observe and set errors.

Uploading your addon

There are multiple ways of doing that, we are going to comprehend only the well-nigh convenient way of doing this, if y'all are on Windows.

At this betoken you should accept 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 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:\Plan Files (x86)\Steam\steamapps\mutual\GarrysMod\bin\gmpublish.exe" create -addon "%~dpn1.gma" -icon "%~dpn1.jpg" pause

Save it as something like gmpublish_create.bat.

Once you got the .bat file set up, just drag'northward'drop your .gma or your .jpg onto that .bat file. Information technology is essential that both files must take the aforementioned proper noun.

At present gmpublish.exe will go through the procedure of compressing and uploading the addon to Steam Workshop.

Once that process is completed, open your Garry's Mod Steam Workshop, go to "My Shared Files" ( You can also get at that place from your profile ) and change visibility of your addon to Public.

Yous are done. Your addon is now live. Y'all can now modify the title, clarification, images and videos for your addon.

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

  • No questionable content
  • No racism or offensive linguistic communication/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 normally more than than plenty.

Make sure that if you are uploading a particularly texture-heavy addon that you use DXT5 texture compression. DXT5 is exponentially smaller than RGBA or BGRA, saving not but fourth dimension downloading and uploading but cloud space.

Ran out of quota

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

Addon has invalid blazon!

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

PublishWorkshopFile failed! (viii)

This mistake happens when the addon.json contains invalid UTF-8 sequences. This happens if you utilize an upload script (.cmd, .bat, etc) that cannot create the addon.json with the UTF-8 character fix. Please gear up your addon.json by editing it equally UTF-viii or use a title using simply Usa-ASCII characters (latin characters with no accents).

This error just happens later on the upload because the addon.json is packed inside of the sent GMA file.

PublishWorkshopFile failed! (9)

An icon must be provided.

PublishWorkshopFile failed! (Ten)

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

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

libsteam_api.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. You can resolve this by copying the libsteam_api.so dependency from the game's bin/ folder to /usr/lib/, or past setting the LD_LIBRARY_PATH environment variable accordingly. Run into #4542 for more than info.

Later Going Alive

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 learn how to update existing workshop addons in this commodity: Workshop Addon Updating

darbyaguied.blogspot.com

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

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