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How to Upload Garrys Mod Addons to Stram

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 earlier yous starting time uploading addons.

Please see this folio for complete set of rules: Steam Workshop Rules

The piece of cake way

You tin can use culling tools such as GUIs (graphical user interfaces) made by customs members to create, excerpt and upload addons to Steam Workshop.

Links to such known tools: (feel gratuitous to expand)

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

Preparing your addon

To upload an addon to workshop you will 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 make your addon public, please make sure it's unique and will add something new to Garry's Mod. Don't upload addons you lot didn't make, even stock-still versions, without the author's consent.

Folder with addon files

The construction of addon for Steam Workshop is the aforementioned every bit the archetype addon system of Garry'due south Mod 12, except for those differences:

  • info.txt or addon.txt are not needed
  • Yous can only 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 can be found here:
      • https://github.com/garrynewman/gmad/hulk/main/include/AddonWhiteList.h

You addon folder structure must await somewhat similar this: (below is simply an instance)

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/...

Here'southward all the binder 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 "s" for sound folder. resource

my_addon is the folder you volition demand to input to gmad.exe or any other Workshop uploader and information technology'due south name could exist anything, addon's name is defined on the Workshop Folio for that addon and NOT past the binder proper name.

Example

Sample Addon is the folder you volition need to provide to the gmad.exe to catechumen it to .gma.

Earlier uploading - test your addon

It is generally a good idea to do a concluding exam of your addon before uploading it to workshop to brand sure everything works properly.

Doing so is easy, simply put your addon binder (in this example it would exist called 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 image ( Progressive JPEG or a PNG epitome will Not piece of work! ). If gmpublish.exe does not accept your icon, endeavour reexporting it with Paint or Paint.NET, that should convert it to Baseline. The chroma must be 4:2:0, for case Photoshop and GIMP tin utilise 4:ii:2 or 4:4:4, which are non accepted.

Practice not utilize an image unrelated to your addon - this is stupid and will go your addon removed. Express your addon in image grade.

Make it relevant to your addon. Please don't simply sew together something horrible in MS Paint. It should look good, otherwise you'll be making the workshop expect dirty. Too, who wants to download something that looks similar a three-yr-erstwhile fabricated it?

addon.json

When creating an addon the binder should accept an addon.json - which looks similar this..

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

title is the name of your addon.

blazon is the type of addon, i of:

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

tags is upward to two of these:

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

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

Creating a .gma for upload

For Windows, you can only navigate to your GMad.exe in <STEAM LOCATION>/steamapps/mutual/garrysmod/bin and drag'n'drop your addon folder ( my_addon in this example'' ) onto GMad.exe.

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

Do not move GMad.exe anywhere!

Alternatively Y'all tin can open up the control prompt (cmd.exe), cd to the gmod bin folder

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

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

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

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

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

Common Errors

[Files does non pass whitelist]

You have either dragged a wrong folder onto GMad.exe, your addon contains forbidden files or your addon has incorrect folder construction. See example in a higher place 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 fix errors.

Uploading your addon

There are multiple means of doing that, nosotros are going to cover just the about convenient way of doing this, if yous are on Windows.

At this point you should have a .gma file and a .jpg file. For the sake of making this like shooting fish in a barrel, rename both files to have the same name, for case 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\mutual\GarrysMod\bin\gmpublish.exe" create -addon "%~dpn1.gma" -icon "%~dpn1.jpg" intermission

Save it every bit something similar gmpublish_create.bat.

Once you got the .bat file set, simply drag'northward'drop your .gma or your .jpg onto that .bat file. It is essential that both files must have the same proper noun.

Now gmpublish.exe will go through the process of compressing and uploading the addon to Steam Workshop.

One time that procedure is completed, open your Garry's Mod Steam Workshop, go to "My Shared Files" ( You can also become in that location from your profile ) and change visibility of your addon to Public.

You are done. Your addon is now alive. You can now change the title, description, images and videos for your addon.

Annotation that rules also utilize to your title, clarification, images, icon and videos:

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

Common Errors

Compression Failed

This is simple - your addon is too big. This is usually solved by downscaling your .vtf textures. Notation that some video cards may not fifty-fifty support 4096x4096 textures! 1024x1024 or 512x512 are usually more enough.

Make certain that if you lot are uploading a particularly texture-heavy addon that you use DXT5 texture compression. DXT5 is exponentially smaller than RGBA or BGRA, saving non only time downloading and uploading but cloud infinite.

Ran out of quota

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

Addon has invalid type!

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

PublishWorkshopFile failed! (8)

This error happens when the addon.json contains invalid UTF-viii sequences. This happens if y'all use an upload script (.cmd, .bat, etc) that cannot create the addon.json with the UTF-eight character set. Please fix your addon.json past editing information technology as UTF-viii or use a title using only US-ASCII characters (latin characters with no accents).

This error only happens after the upload because the addon.json is packed inside of the sent GMA file.

PublishWorkshopFile failed! (ix)

An icon must be provided.

PublishWorkshopFile failed! (Ten)

If yous encountered an error with a number that is non listed on this page, you can notice a list of all Steam related fault codes on this handy website: https://steamerrors.com/

Please annotation - that website is not associated with Steam, Valve or Facepunch in any way, and may exist incomplete.

libsteam_api.then: cannot open shared object file: No such file or directory

This is an mistake that may happen on Linux when gmpublish fails to discover its Steam API dependency. You can resolve this past copying the libsteam_api.so dependency from the game's bin/ binder to /usr/lib/, or past setting the LD_LIBRARY_PATH surround variable accordingly. Run across #4542 for more info.

After Going Live

Please make sure your addon isn't creating errors for people. If your addon is creating too many errors it will be removed.

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

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

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