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Workshop mod error updating


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Hello, I'm asking for my friend if there's some other limit other than 99MB preventing a mod from being able to be uploaded/updated on the workshop.

Their trying to update their mod which is 104MB (though whenever the mod is uploaded it gets cut down in size a lot so it shouldn't exceed 99MB on the workshop) but mod uploader instantly gives an error saying "Something went wrong while uploading your mod! Error: Could not generate mod data file!"

Help would be appreciated because we are stumped at what's wrong :(

Edited by Warbucks
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Okay, it seems the error is "Too many files!: 1147"

So, I'd like to ask how many files is each mod limited to before requiring to upload a "part 2" of the mod?

 

Also, it would definitely lower the amount of files if inventory images and map icon images, ect. can all be merged into one file like Klei does I think? Does anyone know how to merge inventory/map icon images into one tex or have a tutorial for doing that :D? Thanks for any help :D!!

Edited by Warbucks
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47 minutes ago, Warbucks said:

Does anyone know how to merge inventory/map icon images into one tex or have a tutorial for doing that :D? Thanks for any help :D!!

It's referred to as texture atlasing.

There's a tool on here that can help you with shoveling multiple image data into one, though you may need to make some changes to your spriter stuff to reference things properly.  Not too sure, didn't do much with spriter stuff.

 

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Hi, I noticed that this tool when you preform texture atlasing to get all the images in one file it degrades the quality of the images (like applies some type of noise to them which is very noticeable for certain things). Is there a way to prevent the quality loss? Though, thanks for your help this tool definitely will come in handy for the images were quality doesn't matter :D!

Also, I'm still wondering if anyone knows the max amount of files a mod can contain before requiring to upload a new mod :D!

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6 hours ago, Warbucks said:

Hi, I noticed that this tool when you preform texture atlasing to get all the images in one file it degrades the quality of the images (like applies some type of noise to them which is very noticeable for certain things). Is there a way to prevent the quality loss? Though, thanks for your help this tool definitely will come in handy for the images were quality doesn't matter :D!

Also, I'm still wondering if anyone knows the max amount of files a mod can contain before requiring to upload a new mod :D!

Unfortunately DXT is a lossy compression for texture data.  More texture data in will result in an overall lesser quality, sort of like how jpeg artifacts work.

 

As far as I can tell Klei's using the old cloud api for the workshop so the 100MB limit exists.

Not sure if this has changed since then.

If it hasn't, then it makes me wonder what happens if a user tries using the 'new' api that doesn't have such restrictions.

Spoiler

It doesn't upload the content and returns back k_EResultInvalidParam - "[Klei] [has] not enabled ISteamUGC for the provided app ID on the Steam Workshop Configuration App Admin page."

This hasn't changed since then, so you'll have to either split the mod up and require the other parts to be subscribed to (asset bundles, essentially) or cut down the content a bit.

 

The number of files was never a restriction for UGC, just total size limits.

Edited by CarlZalph
Tested ISteamUGC out, no real fun results.
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