Setting Up Your Level

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Setting Up The Folder Hierarchy

Note: This requirement will hopefully be more flexible in the future.

Browse to the following folder:

C:\Program Files (x86)\Steam\steamapps\common\Octodad Dadliest Catch\Content\Workshop\

All of your level files and content must be inside a new folder in this Workshop folder when you submit or your mod will not work.

Create a new folder with your mod name, and then another folder with the same name inside, similar to the existing 'Example' folder:

\ModName\ModName\

Open the editor and save a level file OR copy Example\Example\Example_Main.irr with the name:

\ModeName\ModName\ModName_Main.irr

Until this process is automated, the level MUST be named in this pattern, or it will not show up in the game when you submit to Steam Workshop.

Acceptable other examples:

\MyFirstLevel\MyFirstLevel\MyFirstLevel_Main.irr
\TestLevel\TestLevel\TestLevel_Main.irr

Where to Include Additional Content

Optionally, you may want to create a 'Content' folder to store any additional assets you plan on packaging with workshop. You can reference assets used in ..\Octodad Dadliest Catch\Content\ in any of your levels, but any NEW assets MUST be included within this new folder you created.

Example:

\ModName\ModName\Content\Texture.jpg
\ModName\ModName\Content\Models\Bear.obj
\ModName\ModName\CompressedTexture.dds
\ModName\ModName\ModName_Main.irr

If you include assets outside of this folder OR the Octodad: Dadliest Catch content folder, they will not load when the level is submitted to Steam Workshop.

Testing the Level Outside of Editor

To test your level, simply right-click the folder in windows, select "Send To" and click "Compressed (zipped) folder".
The game will only read in mods that are first packaged in zip folders.
Open Octodad: Dadliest Catch from Steam and browse to the Workshop menu to see your mod.
If clicking on your mod name does not open the level, it means the file structure is incorrect.

When you publish from workshop, you will have the option of specifying a preview thumbnail that will show up in game as well.

If you want to specify this in your test zip file, you must place the image here:

\ModName\ModName\WorkshopPreview.jpg

The image you choose in the Submit to Workshop dialog box will otherwise overwrite this file you may have placed for manually testing.