Difference between revisions of "Setting Up Your Level"
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ModName\ModName\CompressedTexture.dds | ModName\ModName\CompressedTexture.dds | ||
ModName\ModName\ModName_Main.irr | 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. |
Revision as of 21:15, 23 November 2013
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
Temporary Pre-release Requirement
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.