![]() Now gmpublish.exe will go through the process of compressing and uploading the addon to Steam Workshop. It is essential that both files must have the same name. Save it as something like gmpublish_create.bat. "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\gmpublish.exe" create -addon "%~dpn1.gma" -icon "%~dpn1.jpg" When creating an addon the folder should have an addon.json - which looks like this. Besides, who wants to download something that looks like a three-year-old made it? addon.json It should look good, otherwise you'll be making the workshop look dirty. Please don't just stitch together something horrible in MS Paint. The chroma must be 4:2:0, for instance Photoshop and GIMP can use 4:2:2 or 4:4:4, which are not accepted.ĭo not use an image unrelated to your addon - this is stupid and will get your addon removed. If gmpublish.exe does not accept your icon, try reexporting it with Paint or Paint.NET, that should convert it to Baseline. This must be a 512x512 Baseline JPEG image ( Progressive JPEG or a PNG image will NOT work! ). It is generally a good idea to do a final test of your addon before uploading it to workshop to make sure everything works properly.ĭoing so is easy, simply 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. Sample Addon is the folder you will need to provide to the gmad.exe to convert it to. My_addon is the folder you will need to input to gmad.exe or any other Workshop uploader and its name could be anything, addon's name is defined on the Workshop Page for that addon and NOT by the folder name. You addon folder structure must look somewhat like this: (below is just an example) ![]()
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