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How To Upload Ragdolls To Garry's Mod

Creating a Workshop Addon

This article volition teach you lot how to prepare and upload an addon to the Steam Workshop.

Before yous begin - Rules

There are a few rules before yous start uploading addons.

Delight encounter this page for complete prepare of rules: Steam Workshop Rules

The easy way

You tin employ alternative tools such equally 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 aggrandize)

  • gmpublisher (GUI for Windows, macOS and Linux)
  • Garry'southward Modern 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 but)
  • LuaWorkshopper - Quick tool for Addon making and publishing
  • Garry's 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 Mod's shipped tools, gmad.exe and gmpublish.exe.

Preparing your addon

To upload an addon to workshop y'all will demand 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 brand sure it'south unique and will add something new to Garry's Mod. Don't upload addons you didn't brand, even fixed versions, without the author'due south consent.

Folder with addon files

The structure of addon for Steam Workshop is the same as the classic addon organisation of Garry's Modern 12, except for those differences:

  • info.txt or addon.txt are not needed
  • You can but 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 besides, except for vehicle scripts
    • Full file path whitelist can be plant here:
      • https://github.com/garrynewman/gmad/blob/master/include/AddonWhiteList.h

You addon folder structure must wait somewhat like this: (below is simply 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 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 not a typo, there is no "s" for audio folder. resource

my_addon is the folder y'all will need to input to gmad.exe or any other Workshop uploader and it'due south name could exist annihilation, addon's proper noun is defined on the Workshop Page for that addon and NOT by the folder name.

Instance

Sample Addon is the folder you will need to provide to the gmad.exe to convert information technology to .gma.

Before uploading - test your addon

It is generally a good idea to practise a final exam of your addon before uploading it to workshop to brand 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's steamapps/GarrysMod/garrysmod/addons/ folder and load up the game.

The icon

This must be a 512x512 Baseline JPEG paradigm ( Progressive JPEG or a PNG image will NOT work! ). If gmpublish.exe does not take your icon, try reexporting it with Paint or Paint.Internet, that should convert it to Baseline. The chroma must exist iv:two:0, for instance Photoshop and GIMP can use 4:2:ii or 4:4:4, which are not accustomed.

Do non use an paradigm unrelated to your addon - this is stupid and will go your addon removed. Express your addon in image form.

Get in relevant to your addon. Please don't just stitch together something horrible in MS Paint. It should look good, otherwise you'll be making the workshop expect muddy. As well, who wants to download something that looks like a 3-twelvemonth-former 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*" ] }

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 upwardly to two of these:

"fun" "roleplay" "scenic" "film" "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 take to be wildcarded, they tin can exist specific files.

Creating a .gma for upload

For Windows, yous can but navigate to your GMad.exe in <STEAM LOCATION>/steamapps/mutual/garrysmod/bin and drag'due north'drib your addon binder ( my_addon in this instance'' ) onto GMad.exe.

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

Do not motion GMad.exe anywhere!

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

(<tt>cd "<STEAM Folder>/steamapps/common/garrysmod/bin"</tt>, include quotes), then 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 also 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 sure to insert right path to your GMad.exe.

Common Errors

[Files does not pass whitelist]

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

Couldn't parse json

Your JSON file is missing or it is invalid. Use whatsoever JSON validators to find and fix errors.

Uploading your addon

There are multiple means of doing that, we are going to comprehend only the almost convenient mode of doing this, if y'all are on Windows.

At this bespeak 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 desire 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 like gmpublish_create.bat.

One time y'all got the .bat file gear up, but drag'northward'drop your .gma or your .jpg onto that .bat file. It is essential that both files must have the same name.

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

One time that process is completed, open up your Garry'due south Modern Steam Workshop, go to "My Shared Files" ( You lot can also get in that location from your profile ) and modify visibility of your addon to Public.

Y'all are done. Your addon is at present live. Y'all tin can at present modify the title, description, images and videos for your addon.

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

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

Common Errors

Compression Failed

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

Make sure that if you are uploading a especially texture-heavy addon that you use DXT5 texture compression. DXT5 is exponentially smaller than RGBA or BGRA, saving not only time downloading and uploading just cloud space.

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 tin can encounter a listing of allowed values above.

PublishWorkshopFile failed! (8)

This error happens when the addon.json contains invalid UTF-8 sequences. This happens if you use an upload script (.cmd, .bat, etc) that cannot create the addon.json with the UTF-8 graphic symbol prepare. Delight set up your addon.json past editing information technology equally UTF-8 or apply a championship using simply US-ASCII characters (latin characters with no accents).

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

PublishWorkshopFile failed! (9)

An icon must exist provided.

PublishWorkshopFile failed! (10)

If you encountered an mistake with a number that is not listed on this folio, you can find a listing 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 whatever way, and may be incomplete.

libsteam_api.so: 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 tin resolve this by copying the libsteam_api.then dependency from the game's bin/ folder to /usr/lib/, or past setting the LD_LIBRARY_PATH environment variable appropriately. Encounter #4542 for more info.

After Going Live

Please brand sure your addon isn't creating errors for people. If your addon is creating as well many errors it volition be removed.

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

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

Posted by: munzwhishill.blogspot.com

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