Difference between revisions of "Setting Up Your Level"

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Line 4: Line 4:
  
 
Browse to the following folder:
 
Browse to the following folder:
  C:\Program Files (x86)\Steam\steamapps\common\Octodad Dadliest Catch\Content\Workshop
+
  C:\Program Files (x86)\Steam\steamapps\common\Octodad Dadliest Catch\Content\Workshop\
  
 
'''Temporary Pre-release Requirement'''<br />
 
'''Temporary Pre-release Requirement'''<br />
 
Create a new folder with your mod name, and then another folder with the same name inside, similar to the existing 'Example' folder:
 
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\
+
  \ModName\ModName\
  
 
Open the editor and save a level file OR copy Example\Example\Example_Main.irr with the name:
 
Open the editor and save a level file OR copy Example\Example\Example_Main.irr with the name:
  ModeName\ModName\ModName_Main.irr
+
  \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.
 
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:
 
Acceptable other examples:
  MyFirstLevel\MyFirstLevel\MyFirstLevel_Main.irr
+
  \MyFirstLevel\MyFirstLevel\MyFirstLevel_Main.irr
  TestLevel\TestLevel\TestLevel_Main.irr
+
  \TestLevel\TestLevel\TestLevel_Main.irr
  
 
== Where to Include Additional Content ==
 
== Where to Include Additional Content ==
Line 25: Line 25:
  
 
Example:
 
Example:
  ModName\ModName\Content\Texture.jpg
+
  \ModName\ModName\Content\Texture.jpg
  ModName\ModName\Content\Models\Bear.obj
+
  \ModName\ModName\Content\Models\Bear.obj
  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.
 
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.