How do I release a map to the workshop?
Vetinari
Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver
It can't be that hard, but I don't manage it...
It all boils down to: How does the folder structure have to look and where do I put which files?
Apparently there has to be a maps folder in the output folder, right? And in there the .level file and the overviews folder?
How do I create the files for the overviews folder?
Ignoring the source folder (because I have no custom content), I tried the following:
-output
--maps
---overviews
----???
---my_map.level
and
-output
--overviews
---???
--my_map.level
(and some variations).
Neither of them worked. Help?
edit: Oh, and the mod size was always smaller than the map size...
It all boils down to: How does the folder structure have to look and where do I put which files?
Apparently there has to be a maps folder in the output folder, right? And in there the .level file and the overviews folder?
How do I create the files for the overviews folder?
Ignoring the source folder (because I have no custom content), I tried the following:
-output
--maps
---overviews
----???
---my_map.level
and
-output
--overviews
---???
--my_map.level
(and some variations).
Neither of them worked. Help?
edit: Oh, and the mod size was always smaller than the map size...
Comments
Create a maps folder and put the level file + an overviews folder inside. Put the hmp + tga inside the overviews folder.
In order to create the overview files, you need a minimap entity in your level that is covering your map completely. Make sure that the entity has a square base, otherwise the minimap might not be accurate later ingame. Then I follow the Mapping Guidelines from the launchpad PDF (there is a programm from the community that does it automatically, but i prefer the hard way. Reminds me of C64 and old Windows times):
Generating Overviews / Minimaps
Commander mode will be unusable until you generate an overview for
your map. Open a command prompt and navigate to your Natural
Selection 2 folder in Steam. Then type overview "<full path to your .level
file>" ns2\maps. For example, if you have Steam installed in program files
C:\Program Files\Steam\steamapps\common\natural selection 2, open up
a command prompt, change to that directory and type:
Overview.exe "C:\Program
Files\Steam\steamapps\common\natural selection
2\ns2\maps\dev_test.level" ns2\maps
This looks at your minimap entity and commander_camera entities and
generates the top-down minimap, as well as the smoothed heightmap
which is used to set the current commander's height as he pans around.
After you do this, it will put these files (in this case, dev_test.tga,
dev_test.hmp and dev_test_hmp.tga) into the \ns2\maps\overviews
directory. You probably won't need to generate an overview with every
change you make, but will want to do it when you make bigger changes to
lighting or layout.
The guide is outdated, but this should still work. Note: I never get it to work if the .level file is in the ns2 folder. So I copy the file to my desktop and change the path accordingly. There is an error message if you do it, just ignore it and wait until the programm finished. Then you should have a new folder + the overview files in the folder with the .level file (desktop).
EDIT: Actually... hang on, I might be doing this wrong... but that at least WORKS.
Make sure you don't have a map in your "maps" directory of the same name, or else you might not be downloading your mod, and instead are just loading the map from your hard drive. In my "maps" folder, I have "ns2_hotdogs-test.level" just so that doesn't happen.
Aha!
I'm off testing stuff.
Nope, couldn't get it to work. I published it public...ly, the folder structure is correct, the overviews files are there; started it like you said. Still "File not found". I will recreate the mod later from scratch and see if it works.
You might have created the mod using the default template?
Edit your 'game_setup.xml' and just leave in
<game>
<name>ns2</name>
<description>Rock Paper Skulk</description>
</game>
.. you have to publish public as said above .. none of the other options will work its annoying, but what can you do
You might also need to accept some agreements in the workshop ..
oh .. also it's
If you're running your server locally .. remove any test files/maps you might have in your 'core' ns2 folder ..
ie C:\Games\Steam\steamapps\common\natural selection 2\ns2\maps
This might show that the map is there on a server .. but fail to download the mod/map from workshop ...
Actually .. this might be another pointer to you needing to accept the workshop agreement too? You can publish .. but until you accept their agreement (this also happens if they modify it .. your mods stay invis even though they're published as public) they're hidden
I'm sure you will facepalm for this, but is your map named "ns2_my_level.level" not my_level.level
Work in the source folder, have builder running in the background, use the installmap.bat to generate the minimaps files, copy them to source and overview, with the whole overview folder. Test your map by running NS2 through the Launchpad. You don't need a game_setup.xml, only need an editor_setup.xml if you added entities etc... to the editor, like water for example. Once satisfied make sure everything in source is in output. lua/entry will not be copied over, nor will overviews, Anytihng you have in source that is a .model, .dds, etc... will not be copied over. You have to copy those over yourself. Make sure you have a description and a title for the mod and then publish. Subscribe to your mod, enable it in the mod menu, click restart, start a server.
Feel free to check out co_courtyard in the workshop. I'm happy about any feedback. (Especially about performance. somehow, this map is trying to kill my pc. (and yes, i have occlusion geo.))
Two things that i noticed in a hurry:
- You need to add some command view entities. Or place them higher. The Commview is barely over the ground. I think no1 would comm like that
- There are some flying crates south ofcourtyard.
It's a combat map. I'll check the crates. Thank you for your feedback. Idk how to fix the installing issue, though. Will have to look at it.
Just checked, it does say combat in the description I wrote :P