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  • 3 weeks later...

Hello,

I wanted to thank you once again on my behalf, and on behalf of everyone who appreciates your work. We hope you’re doing well and that new updates will be coming soon.

Here are a few suggestions for the next update that could make mapping much easier for us. I believe all of them are doable, especially with your skills:

1. Reintroduce Object Height

In earlier versions of the WorldEditor, when my character walked onto a bridge, they would be above it rather than below. The same applied to all objects that had a “HeightPlane.” It seems this feature was removed at some point, and it would be great to have it back.

2. Manually Remove Shadows

In-game shadows often appear buggy in the WorldEditor. Since it’s not possible to adjust shadow direction (like in Unity), some shadows remain stuck where they shouldn’t be.
Would it be possible to implement a “Shadow Brush,” similar to the water brush, that allows users to manually erase unwanted shadows?

3. Map Exporting

There is a tool called MapSorter, but I noticed that it doesn’t export everything correctly for example, it misses certain .MSE files linked to .MDE files.
It would be very useful to have a built-in “Export Map” feature in the editor itself, where pressing a single button exports the entire map including textures, skybox, objects, and all related files.

4. Property Updater

Currently, every object needs to be added manually through the WorldEditor, and each one requires creating its own property.
It would be much easier if there was a button in the Object window called “Property Update.”
This button would scan the entire Zone folder for objects without a property file and automatically create one, checking first to ensure that the IDs are not already in use.

These four suggestions would greatly improve workflow and make mapping much more efficient.

Thank you very much for taking the time to read this!

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  • 2 weeks later...
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On 10/7/2025 at 1:32 AM, Ace said:

Hello,

I wanted to thank you once again on my behalf, and on behalf of everyone who appreciates your work. We hope you’re doing well and that new updates will be coming soon.

Here are a few suggestions for the next update that could make mapping much easier for us. I believe all of them are doable, especially with your skills:

1. Reintroduce Object Height

In earlier versions of the WorldEditor, when my character walked onto a bridge, they would be above it rather than below. The same applied to all objects that had a “HeightPlane.” It seems this feature was removed at some point, and it would be great to have it back.

2. Manually Remove Shadows

In-game shadows often appear buggy in the WorldEditor. Since it’s not possible to adjust shadow direction (like in Unity), some shadows remain stuck where they shouldn’t be.
Would it be possible to implement a “Shadow Brush,” similar to the water brush, that allows users to manually erase unwanted shadows?

3. Map Exporting

There is a tool called MapSorter, but I noticed that it doesn’t export everything correctly for example, it misses certain .MSE files linked to .MDE files.
It would be very useful to have a built-in “Export Map” feature in the editor itself, where pressing a single button exports the entire map including textures, skybox, objects, and all related files.

4. Property Updater

Currently, every object needs to be added manually through the WorldEditor, and each one requires creating its own property.
It would be much easier if there was a button in the Object window called “Property Update.”
This button would scan the entire Zone folder for objects without a property file and automatically create one, checking first to ensure that the IDs are not already in use.

These four suggestions would greatly improve workflow and make mapping much more efficient.

Thank you very much for taking the time to read this!

I shared a working source, you may fork it and edit it the way you like.

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  • 2 weeks later...

Hey, I’ve got 2 questions about the WorldEditor.

- How can I remove the collision from a specific object on the map? When I delete the entire object, it disappears, but the collision remains.

- How can I display and edit “zones” in the program? I mean, for example, the ones from the large circle in the first city and near the portals.

Thanks in advance for your help! 🙂

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On 10/16/2025 at 6:25 AM, Kaptan Yosun said:

I shared a working source, you may fork it and edit it the way you like.

Thanks a lot for the release. Unfortunately, I can’t code otherwise I would have gladly accepted it.

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  • 2 weeks later...
  • 2 weeks later...
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V45 out! Album: 

  • created new button to reset the selected objects' rotation
  • created new button to reset the selected objects' height
  • fixed crash when displaying the preview of a missing terrain texture
  • refactored object rotation and relative sliders (yaw pitch roll)
  • implemented Ctrl+C Ctrl+V feature to copy paste objects across maps/we instances via textual clipboard (you can save this text, reuse it, share it, etc)
  • removed logbox of background_stone.gr2
  • fixed colored main character' shadow
  • fixed crash on server_attr gen / atlas map gen due to devIL initialization
  • created new ground compass texture (see minimal-pack archive for the texture)
  • created new ruler compass (mali addition)
  • fixed a rendering about the fix (mali addition)
  • added ENABLE_GR2_ANIMATION option for object animation (mali addition)
  • added MAI_IMAGE_WITHOUT_MONSTER_AREA_INFO
  • added MINIMAP_EFFECT_SNAPSHOT option to allow effects in minimaps with f6 (mali addition)
  • extended the weremix with python3 + initial script (i disabled this one, i will improve it in the future)
  • fixed tga/dds load header mismatch

 

Spoiler

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15 minutes ago, martysama0134 said:

V45 out! Album:

  • created new button to reset the selected objects' rotation
  • created new button to reset the selected objects' height
  • fixed crash when displaying the preview of a missing terrain texture
  • refactored object rotation and relative sliders (yaw pitch roll)
  • implemented Ctrl+C Ctrl+V feature to copy paste objects across maps/we instances via textual clipboard (you can save this text, reuse it, share it, etc)
  • removed logbox of background_stone.gr2
  • fixed colored main character' shadow
  • fixed crash on server_attr gen / atlas map gen due to devIL initialization
  • created new ground compass texture (see minimal-pack archive for the texture)
  • created new ruler compass (mali addition)
  • fixed a rendering about the fix (mali addition)
  • added ENABLE_GR2_ANIMATION option for object animation (mali addition)
  • added MAI_IMAGE_WITHOUT_MONSTER_AREA_INFO
  • added MINIMAP_EFFECT_SNAPSHOT option to allow effects in minimaps with f6 (mali addition)
  • extended the weremix with python3 + initial script (i disabled this one, i will improve it in the future)
  • fixed tga/dds load header mismatch

 

.gif

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On 11/22/2025 at 12:07 AM, Tatsumaru said:

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I'm glad that Marty is back. It may sound confusing or strange, but something was missing on metin2dev 🙂 Thank you very much for your work for the Metin2 community.

 

 

 

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V46 out! Album:

- fixed height bias load precision
- implemented new hierarchy object list of the current area (ctrl+left mouse click for multiselection, right mouse click for teleport to object)
- fixed wireframe render on attr tab
- fixed selected monsterarea render if the option was toggled off
- added new option INTERSECT_OBJECT_PICKING to allow intersect object picking (selecting objects inside other objects and moving them around)
- added new option ENABLE_OBJECT_HIERARCHY to disable the hierarchy
- added new button to unselect all the object selections
- limited pickable area of ambience effects
- fixed pick selection of objects from adjacent areas
- added green box selection for trees and effects too, they can move like the objects do now
- fixed speedtree memory corruption if the texture files are missing

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5 hours ago, martysama0134 said:

V46 çıktı! Albüm:

- Sabit yükseklik önyargısı yükleme hassasiyeti
- Mevcut alanın yeni hiyerarşi nesne listesi uygulandı (çoklu seçim için ctrl+sol fare tıklaması, nesneye ışınlanmak için sağ fare tıklaması)
- Attr sekmesinde sabit tel kafes oluşturma
- Seçenek kapalıysa seçili canavar alanı oluşturma düzeltildi
- Kesişen nesne seçimine (diğer nesnelerin içindeki nesneleri seçme ve onları hareket ettirme) izin vermek için INTERSECT_OBJECT_PICKING yeni seçeneği eklendi
- Hiyerarşiyi devre dışı bırakmak için ENABLE_OBJECT_HIERARCHY yeni seçeneği eklendi
- Tüm nesne seçimlerini kaldırmak için yeni düğme eklendi
- Ortam efektlerinin seçilebilir alanı sınırlandırıldı
- Bitişik alanlardan nesnelerin seçilme seçimi düzeltildi
- Ağaçlar ve efektler için de yeşil kutu seçimi eklendi, nesneler şimdi olduğu gibi hareket edebilir
- Doku dosyaları eksikse hız ağacı bellek bozulması düzeltildi

Please lock/fix the object. When multiple objects are moving, locked objects should remain fixed.

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8 hours ago, Szatan said:

Please lock/fix the object. When multiple objects are moving, locked objects should remain fixed.

You mean something like this? If yes, be sure in v46 you set

INTERSECT_OBJECT_PICKING = true

 

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3 hours ago, martysama0134 said:

Şuna benzer bir şey mi demek istiyorsunuz ? Eğer evet ise, v46'da ayarladığınızdan emin olun.

 

It's like locked objects being invisible/unselectable during bulk selection. Similar to the logic in Photoshop, fixed/locked objects will not be detected in the area where they are selected collectively.

 

Thank you for your interest. I'm away my computer. For this reason, I have not yet had the opportunity to try out v46.

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On 11/24/2025 at 11:53 AM, martysama0134 said:

You mean something like this? If yes, be sure in v46 you set

INTERSECT_OBJECT_PICKING = true

 

WAS ANNOUNCED A V46. LETS GOOOOOOO!

I want to completely redo the UI and how the things are looking in regards of Effects creator page of the tool. The current system is kinda rough / limited and so annoying. If I  succeed, I'll share my thing to you, Marty.  

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13 hours ago, LoKnarash said:

As always thanks for releasing this resource, could you also put rotation on the spt files??

Ok, added (for next rev v47): LINK

It requires additional code (10 lines) in the launcher. By default speedtree has no rotation applied.

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.png
Since there’s some activity, it’s worth bringing up a problem dating back to the Flintstones era. When the window is resized, the grid adjusts incorrectly, which often makes it impossible to grab a point. Additionally, the grid could be made even denser so that larger values can be set using these points.

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V47 out! ALBUM:

- fixed skybox cleanup on map load
- fixed weird gripper docking on menu interface
- fixed tree property rotation (check etc/cpp/ folder for the launcher implementation)
- fixed some crashes when loading some trees
- fixed graphs on different window resolution than 1024x768 (@ Tatsumaru)
- fixed camera position when switching tabs (MAP/OBJECT/ANIMATION/FLY)
- fixed the TerrainVisible map option based on the "Terrain Out" checkbox
- fixed lower gradient button crash if upper gradients were missing
- created close and reload map buttons
- created auto_backup map feature which is called before any save
- created export map feature which exports every loaded file for an easy release (all included except few files from d:/ymir work/special/)
- created quick environment list with real time update if d:/ymir work/environment/ .msenv list changes
- created "adjust all water height" button to change all the water height to your current one (it may work only on adjacent areas yet)
- enabled the water height edit field as editable
- created a new "water height pick" button to pick the water height from current position
- created a new "scan new objects" button to list all the new objects/trees from d:/ymir work/tree|zone/ that have no property/ and save a list of it

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On 11/27/2025 at 3:39 PM, martysama0134 said:

V47 out! ALBUM:

- fixed skybox cleanup on map load
- fixed weird gripper docking on menu interface
- fixed tree property rotation (check etc/cpp/ folder for the launcher implementation)
- fixed some crashes when loading some trees
- fixed graphs on different window resolution than 1024x768 (@ Tatsumaru)
- fixed camera position when switching tabs (MAP/OBJECT/ANIMATION/FLY)
- fixed the TerrainVisible map option based on the "Terrain Out" checkbox
- fixed lower gradient button crash if upper gradients were missing
- created close and reload map buttons
- created auto_backup map feature which is called before any save
- created export map feature which exports every loaded file for an easy release (all included except few files from d:/ymir work/special/)
- created quick environment list with real time update if d:/ymir work/environment/ .msenv list changes
- created "adjust all water height" button to change all the water height to your current one (it may work only on adjacent areas yet)
- enabled the water height edit field as editable
- created a new "water height pick" button to pick the water height from current position
- created a new "scan new objects" button to list all the new objects/trees from d:/ymir work/tree|zone/ that have no property/ and save a list of it

Great! Keep going! 

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V48 out! Album:

- refactored attr slider to 4 new attr checkboxes
- removed ATTR_SLIDER_REMOVAL option
- created object search
- fixed wireframe checkbox refresh
- converted korean to english dialog encoding
- implemented attr/water undo/redo
- new AUTO_SAVE option to auto-toggle the relative checkbox
- the ScanNewObject button can now autogenerate the detected objects, and separately refresh the property list too.
- created the following options too ENABLE_AUTOGEN_PROPERTY, AUTOGEN_PROPERTY_EFFECT, NEW_OBJECT_ID_FROM_CRC

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1 hour ago, martysama0134 said:

V48 out! Album:

- refactored attr slider to 4 new attr checkboxes
- removed ATTR_SLIDER_REMOVAL option
- created object search
- fixed wireframe checkbox refresh
- converted korean to english dialog encoding
- implemented attr/water undo/redo
- new AUTO_SAVE option to auto-toggle the relative checkbox
- the ScanNewObject button can now autogenerate the detected objects, and separately refresh the property list too.
- created the following options too ENABLE_AUTOGEN_PROPERTY, AUTOGEN_PROPERTY_EFFECT, NEW_OBJECT_ID_FROM_CRC

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giphy.gif

 

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12 hours ago, martysama0134 said:

V48 out! Album:

- refactored attr slider to 4 new attr checkboxes
- removed ATTR_SLIDER_REMOVAL option
- created object search
- fixed wireframe checkbox refresh
- converted korean to english dialog encoding
- implemented attr/water undo/redo
- new AUTO_SAVE option to auto-toggle the relative checkbox
- the ScanNewObject button can now autogenerate the detected objects, and separately refresh the property list too.
- created the following options too ENABLE_AUTOGEN_PROPERTY, AUTOGEN_PROPERTY_EFFECT, NEW_OBJECT_ID_FROM_CRC

Hi, I can’t open the WE, any suggestions?

As for suggestions to improve the program:

1. Flexibility in scaling the objects/spt’s/effects/perhaps anything that can be rescaled, I guess. I already have a tool that might give you a hand.

2. Generating MDTAR collision (polygon, sphere, square) with possibility to auto generate and fit it on the object.,

3. A method to check for broken files? (trees, objects)

4. Would be a thing having an editor for areadata.txt inside the WE where you as a mapper can replace the object via its property number, instead of trying to find the object in the map, that way we can perhaps scan it somehow just to replace in the same position. Might be worth.

-  Can you also add a search bar where we can paste the property id and teleport to the object? HERE 

5. How can we have a grid, similarity to Minecraft’s chunk system? Would be easier to detect where the 2 sides of the different TEXTURES meet.

All this are suggestions to improve and make mapper’s lives easier. No hard feelings for the developer.

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