How to create gma file
How to create gma file
whisperity/SharpGMad
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README.md
SharpGMad is a tool used to manipulate Garry’s Mod workshop addon packages (.gma files).
The program had been originally created as a straight reimplementation in C# of Garry Newman’s GMad, but over time, it was given an extended set of functionality, most notably the graphical interface and realtime access.
This is the main feature and reason for SharpGMad’s existence. While gmad can only fully pack a folder into an addon or fully extract an addon to a folder, with SharpGMad, you can effectively browse a file just as how you would be browsing any other archive (for example, ZIP, RAR or TAR files).
The realtime mode supports on-the-fly adding, removing and updating of files. Using the Export feature, a single file can be exported anywhere on your filesystem and edited with any appropriate editor. When you are done with the changes, a single click of a button will pull these changes into the archive.
Both a graphical and a command-line interface is available for realtime mode.
If the program is started with no command-line arguments (or only one, and that is a file path), a graphical interface will load. (You can also drag & drop a file in your file explorer onto SharpGMad’s executable to open it automatically.)
Starting SharpGMad with the realtime argument from the terminal loads its shell. If you are more savvy with using the terminal for quick operation, this mode is for you. Every operation possible in the graphical mode has a counterpart in the terminal (and vice-versa).
Type help in the shell to see a list of available commands.
Optionally, you can specifiy a file as an extra argument to have it loaded initally:
SharpGMad provides the legacy interface of gmad just in case a gmad binary is not at hand, so you can execute the «legacy» full-extract and full-create operations the same way you would with gmad. (Just type SharpGMad instead of gmad as the executable’s name.)
Create new GMA file from a folder
Extract an existing file
The so-called loose addon structures used in Garry’s Mod 12 (subfolders of the addons folder containing each and every file of the addon on the hard disk) are also supported for conversion.
SharpGMad will use an existing info.txt or addon.txt ÿfile to load the metadata of the addon. Any missing metadata will be asked from the user.
When converting from a folder, SharpGMad auto-discovers whether it is an old structure or a «new», gmad-compatible structure.
Corresponding options for back-and-forth conversion are available on the graphical interface, under the option Legacy operations.
Compiling and requirements
This usually means a computer with at least Windows XP Service Pack 3 installed.
Cross-platform operation with Mono is also supported, though in BETA. Mono has its hiccups (especially with the grahpical interface) here and there, but I try to do my best to test and iron everything out.
CAUTION! Most Linux distributions tend to install an old version of Mono (like 2.10) by default. Such old versions have compatibility issues. Please acquire a newer version, for example 3.2.5, as it and SharpGMad tend to be more compatible.
The program SharpGMad is provided «AS IS» without any expressed or implied warranties.
It is a general rule of thumb that you should NEVER start editing files you hadn’t made backup of beforehand. The creators refuse to be held liable for any damange caused by the usage of this piece of software.
How to create gma file
327 | уникальных посетителей |
6 | добавили в избранное |
What do you need before you start acting on this manual:
1. The head. It’s mandatory that you read the manual, understand how and what to do.
2. Straight hands. It’s also very necessary to have, because if your hands are out of your ass, you can’t do anything.
3. Desire. Even though the leadership is not great, stock up on patience and desire, as you can not immediately understand, but I tried to paint in detail.
And as the great Gabe said: Thanks, and have fun!
LUA knowledge: Not required
Somehow I was looking for a normal article on how to make my addon for GMod and put it in the workshop, but except for the foreign off-site did not dig anything. I had to read it all out there.
But now I can describe in detail the algorithm of filling my addon in Steam WorkShop.
1. For ease of work, create a separate folder.
I will have it D:/buster/
2. Create a folder where the files to be added to the addon will lie.
Let’s say this is: D:/buster/TFAshit
Upload all files there, according to how they should be placed in the game folder.
3. Create a text document in the folder D:/buster/TFAshit and rename it to addon.json.
Insert the following inside the file:
4. When the content of the addon is ready, proceed to its packaging.
Create a text file in the folder D:/buster/ rename it to create.bat.
Insert the following inside the file:
5. Run the create.bat file and wait until it is finished.
If it is successfully executed, it will give you a similar line:
In the folder D:/buster/ after this operation should appear file TFA_shit.gma size 14.2 MB
6. After packing, we move on to the final stage.
Prepare a picture of 512×512 pixels in .jpg format and call it icon.jpg.
Create a text file in the folder D:/buster/ rename it upload.bat
Insert the following inside the file:
Save it and run it. We’ll have to wait for a while.
If executed successfully, it will produce a similar result:
This information informs us that the addon has been successfully downloaded and marked as private (i.e. visible only to you).
To publish the addon, please follow this link.
where xxxxxx is the UID from the result.
7. Configure the addon and set the Permissions to Open.
That’s it! Your own addon is ready for use!
Write your questions here.
Facepunch / gmad Goto Github PK
Garry’s Mod Addon Creator and Extractor
C++ 94.92% Lua 5.02% Batchfile 0.06%
gmad’s Introduction
Garry’s Mod Addon Creator and Extractor
Compiling requires Bootil and Premake to generate the project files.
You can either add the lib and include folder to your path, or copy all the files in, or set them on the premake command line.
You will need premake5 for newer Visual Studio versions.
gmad’s People
Contributors
Stargazers
Watchers
Forkers
gmad’s Issues
Usage Text Missing
A placeholder exists for printing how to use gmad in the case when no arguments are given bit the actual usage information is not present.
LzmaLib.h not found
I was able to get bootil to compile correctly. After that I merged the two folders (gmad-master and bootil-master) then ran the premake and make.
I am running on Ubuntu 14.04 LTS 64 bit. I tried installing the lzma libraries through apt-get and it stated that it was already installed. What have I done wrong?
Trouble compiling
Having issues here. Could you provide some more details for people who are inexperienced with C/C++ and premake4? I had no idea what premake4 was until I googled to find out.
Build Warning on Ubuntu Bionic / Debian Buster
While testing #35 with Ubuntu Bionic instead, it output this warning, but the build was successful:
/home/travis/build/wiremod/gmad-build/bootil/projects/linux/gmake/../../../src/Bootil/File/File.cpp:242: warning: the use of tmpnam’ is dangerous, better use mkstemp’
Gmad is deleated by Kaspersky Internet Security immediately after launch
So basically as it really says. I have Kaspersky IS 2016 installed on my rig and after I try to do anything with gmad.exe, KIS deletes it immediately. To resolve this I’ve added gmad.exe and gmpublish.exe to KIS2016’s whitelist, and it does not do this amymore, However I prefer not to do that in case a virus slips trough KIS.
Build Failure on Ubuntu Xenial
Autobuilding gmad using Travis CI, which defaults to Unbuntu Xenial for the build environment.
It is failing as follows:
Feature Request: Show ignored files
When creating a gma only chosen files are shown, but ignored ones are not.
The list of chosen files is huge and doesnt really give an overview of the files, that got ignored.
When uploading an addon I made a mistake and ignored «.md«-files which includes mdl-files, just because I copied that star from another file-ending.
Didnt notice until a few days later, when the model wasnt available ingame.
Could be a nice addition to make sure in that list are only the files you wanted to ignore ^^
I don’t understand why I’m unable to create a file out of my folder containing the addon.
Terminal: Garry’s Mod Addon Creator 1.1
Looking in folder «/Users/santosbraun/Desktop/frostygamers/terrortown/update/ttt_advanced_disguiser_606792331/»
/Users/santosbraun/Desktop/frostygamers/terrortown/update/ttt_advanced_disguiser_606792331/addon.json error: Couldn’t find file
File size cannot be acquired?
When attempting to create a GMA, I receive this error from one of my files: File ‘filepath/file.vmt’ seems to be empty, or we couldn’t get its size! (errno=132)
I have multiple files that are smaller than this one, I’m not sure what the issue could be.
AAAAAAAAAAAAAAAAAAA
Gmad.exe has stopped working
it keeps saying gmad.exe has stopped working and i dont know how to fix it?
any suggestions im uploading a swep and its not working?
Can’t create *.gma files over 1.86gb (written 0 bytes! (Can’t grow buffer?))
according to the news article we can now upload addons with up to 2gb in size (or even bigger). well i tried it. i was able to make a 1.61gb gma file and upload it to the workshop but never been able to create a bigger one. last test (1.86gb) failed with this error:
had the same error before when i tried to make a 1.96gb addon
Add flag to force extraction of files with «illegal characters in filename»
seems to be empty, or we couldn’t get its size! (errno=132)
Hey i’m trying to publish a content to workshop but i have this error :
I have check the file and it’s not empty
Fix buffer reallocation every file when creating GMA file
Currently gmad writes the entire GMA file into a ram buffer, before writing it to disk. This is already extremely bad as it means that in the 32 bit version of gmad you cannot reasonably create files bigger than 1GB without running out of ram. There also is no reason to write to ram rather than just writing everything directly to a file.
However, it gets way worse, because the way Bootil’s AutoBuffer is used by gmad means that every time a file is written, the buffer has to be reallocated to fit that new file (and the buffer is made no bigger than that). This leads to a quadratic amount of ram being allocated (and free’d directly after) in the number of files in the addon.
This might not sound so bad, so to illustrate I will give some samples, assuming that the average file in an addon is 200KB.
Addon Size in MB | Total allocated ram |
---|---|
10 MB | 250 MB |
50 MB | 6.25 GB |
100 MB | 25 GB |
300 MB | 225 GB |
1 GB | 2.5 TB |
2 GB | 10 TB |
Yes you read it right, to create a 2 GB GMA file you need to allocate a total of 10 TERABYTES of buffers, and even for a reasonable 300 MB addon, you have to allocate 225 GB throughout the entire creation of the GMA file.
I propose two possible fixes:
Immediately closes on start
Both gmad and gmpublish close on start. Doesn’t even show anything so I don’t even know if I’m getting an error or anything.
http://gyazo.com/030bd16ca68da368a22cbf41f52b109c
I need help.
I need help using this because I’m not familiar with this. Can you please tell me what I need and what I have to do. Please can you help me.
addon.json Not In Whitelist (Linux)
Gmad on Linux will not create an addon, because a required file, addon.json, is not on the whitelist. Confirmed this by observing the list contained in AddonWhiteList.h
*Only* finds addon.json when other files exist
Gmad on Linux, when listing all files it found, only lists addon.json, even though there are models and materials files filled with textures and models. If issue #15 is bypassed, it will accept addon.json and then proceed to create a very small addon (155 bytes in my test) with only addon.json contained.
Visual Studio 2010 Build Tools (v100) required
All console output is printed twice in OS X and Linux
GMad.sln compilation with VSCode 2017 throws errors
Global description
Tried to compile GMad using MSBuild, which throws errors.
Steps to reproduce
Expected output
The final binary ‘gmad.exe’ should appear in the ‘bin’ folder at the root of the GMad folder
Obtained result
At step 7: 58 errors when compiling (two samples of these errors:)
Lua: premake4.lua:1: attempt to call a nil value (global ‘solution’)
Hello,
I tried to run the compiling toolchain for Windows, but when doing so Lua throws this error:
This thing does not work at all on OSX
I compiled this from source following the instructions you outlined for Linux, and sadly, nothing works. Like. at all.
When trying to extract
When trying to create
And yeah, there is a folder there.
Weird Issue on Mac (Testing on Linux)
So I’ve been working on an addon for a while, and I’ve figured out how to publish it to the workshop, the only problem is the gmad creator is not working properly. So I have my folder located at «
/Desktop/omgamazingaddon/» without addon.json in it. This is what gmad prints out in the terminal:
/Desktop/hi.gma
Garry’s Mod Addon Creator 1.1
Looking in folder «/Users/Logan/Desktop/omgamazingaddon/»
/Users/Logan/Desktop/omgamazingaddon/addon.json error: Couldn’t find file
So yeah it can’t find addon.json. It’s not there. Now we get to the problem. If I put addon.json in the folder, it reads it. kinda. This is what it prints out:
/Desktop/hi.gma
Garry’s Mod Addon Creator 1.1
Looking in folder «/Users/Logan/Desktop/omgamazingaddon/»
No files found, can’t continue!
File list verification failed
That’s the problem I’m having. Here is how my folder is set up.
I hope I’ve explained enough in an understandable way (judging I’m trying to give a lot. O_o)
Can’t create file because apparently it doesn’t fit the requierments
This is the issue I get when I try to create a gma.file:
My question is, I’m editing a downloaded file from the workshop it makes no sense that I edited one line in the config and when I try to re-create the file this happens.
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How to create gma file
3,107 | уникальных посетителей |
57 | добавили в избранное |
Далее вписываем 1 или 2 тэга из списка
Сохраняем файл. Должно получится примерно так
Для этого нам нужен gmad.exe Он находится в папке bin игры Garry’s mod.
Но работать с ним придётся через командную строку.
Жмём Win+R и в появившееся окно вписываем cmd
Далее я вам рекомендую перейти в папку bin игры Garry’s mod, чтобы не прописывать путь каждый раз. Для этого пишем
cd » \steamapps\common\garrysmod\bin»
Вместо прописываем путь к папке SteamLibrary на вашем компьютере. Например
cd «d:\steamlibrary\steamapps\common\garrysmod\bin»
Нельзя допускать ни 1й ошибки при вписывании команд!
(Если строка не перешла в нужную папку, то попробуйте вписать
cd /d » \steamapps\common\garrysmod\bin» )
Также НЕ ИСПОЛЬЗУЙТЕ КИРРИЛИЧЕСКИЕ СИМВОЛЫ В ПУТИ К АДДОНУ.
Публиковать файл будем с помощью gmpublish.exe. Находится он в том же месте, где и gmad.exe. Если вписать gmpublish.exe вы получите инструкцию по пользованию файлом.
Вы можете обновлять ваш аддон и его лого. Для этого вам вновь придётся поработать с командной строкой. Можно обновить сам аддон, его лого или же и то и другое сразу.
n1.gma вставляем путь до вашего аддона.
Вместо %
n1.jpg вставляем путь до иконки, которая будет логотипом вашего аддона.
Вместо 1234567890 пишем id вашего аддона. Узнать его можно в ссылке на ваш аддон.
Например ссыка http://steamcommunity.com/sharedfiles/filedetails/?id=1122334455667788
Вот число в конце и будет являться id аддона.
Также можно написать список изменений, если вы затрагивали аддон. Для этого в конце строчки просто добавьте -changes «», а внутри кавычек напишите, что вы измениили.
How to create gma file
3,107 | уникальных посетителей |
57 | добавили в избранное |
Далее вписываем 1 или 2 тэга из списка
Сохраняем файл. Должно получится примерно так
Для этого нам нужен gmad.exe Он находится в папке bin игры Garry’s mod.
Но работать с ним придётся через командную строку.
Жмём Win+R и в появившееся окно вписываем cmd
Далее я вам рекомендую перейти в папку bin игры Garry’s mod, чтобы не прописывать путь каждый раз. Для этого пишем
cd » \steamapps\common\garrysmod\bin»
Вместо прописываем путь к папке SteamLibrary на вашем компьютере. Например
cd «d:\steamlibrary\steamapps\common\garrysmod\bin»
Нельзя допускать ни 1й ошибки при вписывании команд!
(Если строка не перешла в нужную папку, то попробуйте вписать
cd /d » \steamapps\common\garrysmod\bin» )
Также НЕ ИСПОЛЬЗУЙТЕ КИРРИЛИЧЕСКИЕ СИМВОЛЫ В ПУТИ К АДДОНУ.
Публиковать файл будем с помощью gmpublish.exe. Находится он в том же месте, где и gmad.exe. Если вписать gmpublish.exe вы получите инструкцию по пользованию файлом.
Вы можете обновлять ваш аддон и его лого. Для этого вам вновь придётся поработать с командной строкой. Можно обновить сам аддон, его лого или же и то и другое сразу.
n1.gma вставляем путь до вашего аддона.
Вместо %
n1.jpg вставляем путь до иконки, которая будет логотипом вашего аддона.
Вместо 1234567890 пишем id вашего аддона. Узнать его можно в ссылке на ваш аддон.
Например ссыка http://steamcommunity.com/sharedfiles/filedetails/?id=1122334455667788
Вот число в конце и будет являться id аддона.
Также можно написать список изменений, если вы затрагивали аддон. Для этого в конце строчки просто добавьте -changes «», а внутри кавычек напишите, что вы измениили.
Источники информации:
- http://steamcommunity.com/sharedfiles/filedetails/?id=2187684401
- http://githubhelp.com/Facepunch/gmad
- http://steamcommunity.com/sharedfiles/filedetails/?id=1199456895&searchtext=%D0%BA%D0%B0%D0%BA+%D1%83%D0%B1%D1%80%D0%B0%D1%82%D1%8C
- http://steamcommunity.com/sharedfiles/filedetails/?id=1199456895&searchtext=Chat+Sounds+Collection+-+%D0%9A%D0%BE%D0%BB%D0%BB%D0%B5%D0%BA%D1%86%D0%B8%D1%8F+%D1%87%D0%B0%D1%82-%D0%B7%D0%B2%D1%83%D0%BA%D0%BE%D0%B2