ESports Club

ESports Club

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Esports Club Workshop Guide
By Craftsman Games
The things supported by Steam Workshop right now:
• Create player information of the team
• MOBA Heroes
• The basic information of league, team and players

Preparation:
1. Unity initialization: Esports Club is developed by Unity, Game Mods Resources are based on Assest Bundles( one way of packing Unity resources) So mode creators need to install Unity 5.3.5 first.
2. ZeroBraneStudio is a lua script editing tool, which can easily change the game data.

-----Qiang“HurRy”Yuming

youtu:
https://youtu.be/1Ag_dQtbnzM
https://youtu.be/oxGsr6xTzM0
   
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Mode Making Process
Mode developer can export the resources through Unity and then copy them into the game. Testing the local mode in the game and uploading them into Steam Workshop.


1.Importing Mode creating template ESC_Mod_Template_unitypackage, you can find in the game menu.(such as D:\steam\steamapps\common\ESports Club\ESports Club_Data\StreamingAssets\Mod Template\),Assets -> Import Package -> Custom Package choose ModTemplate. Package)


2. Export: After adding the images and editing the game data files, you can choose the resource you want to export. Set in the resource setting which is at the right bottom, the name of resource exported by AssestBundle .

There are 4 main kinds of image files:
teamlogos 128*128.png or 256*256.png
memberlogos 100*123.png
leaguelogos 128*128.png or 256*256.png
championlogos 128*128.png

There are 3 main kinds of the data file
createteamdata
championdata
leaguedata;


memberlogos is 100*123,maybe need setting it in editor.



In the template there is always a example for each kind. Image size must be considered with the example formatting and size. The name of the image can be controlled by yourself, These all need to be settled in the data files.

Notice: If you didn’t change or you don’t want to export the resources, you do not need to set the type of AssestBundle.


3.Testing:Copy the resourcing files into the moding document to test(D:\steam\steamapps\common\ESports Club\ESports Club_Data\Modding). You do not need to copy .manifest files.
Start the game , Mods => Manage mod, start the test mode.
Create a new (archive)load/saving file and test the game


4.Upload : After testing, please upload it the steam workshop and add detailed description on the workshop page and beautiful screenshots, chang visibility to public , share with other players!
9 Comments
Lucasrk02 6 Apr, 2021 @ 6:25pm 
hi, i'm having a problem with "ESC_Mod_Template", every time i open on unity the error Assets\Editor\ExportAsset.cs(22,23): error CS1501: No overload for method 'BuildAssetBundles' takes 1 arguments appears, help!
Ethereal 27 Nov, 2019 @ 10:30am 
What if I want to translate someone else's mod? Does this work too? Because I want to translate the League of Legends S9 FPX mod (it's only available in chinese at the moment).
plytonk 22 Oct, 2018 @ 10:17am 
Thank you a lot for English <3
plytonk 2 Aug, 2018 @ 1:06am 
Can you translate this guide on English?
Мистер Лололошка 26 Dec, 2017 @ 12:04pm 
че блядь нихуя не паиму
銀翼魔術 25 Dec, 2017 @ 12:34am 
@月姬莫慧言 按照ID排序的
Concubine Moon 23 Dec, 2017 @ 6:42am 
哦哦那我还有一个问题。游戏里面的顺序是按照ID还是写在文件里面的顺序呐?
Craftsman Games  [author] 23 Dec, 2017 @ 6:02am 
@月姬莫慧言 中文版有的。指南里面找一下
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=950418767
Concubine Moon 23 Dec, 2017 @ 5:41am 
Not that easy to understand though i do, and i'd beg you a chinese article, thanks.
PS. We cannot enter youtube, so you may upload one onto Weibo or Baidu Netdisk.