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Hello Marty, when creating shadows, for example when I generate a shadow at 1/0 using insert, the shadow doesn’t reflect onto the adjacent part and a bug like this occurs. Could you possibly fix it? Thank you.

https://youtu.be/rTWawhhEJbc

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On 4/2/2026 at 12:35 PM, KSHMR-3D said:

Hello Marty, when creating shadows, for example when I generate a shadow at 1/0 using insert, the shadow doesn’t reflect onto the adjacent part and a bug like this occurs. Could you possibly fix it? Thank you.

https://youtu.be/rTWawhhEJbc

This bug happens when a shadow is rendered between two different areas. The calculated point of light is slightly different.

v57 out!

  • Added Tree Out checkbox: toggle tree visibility independently from objects; also hides trees from shadow map and minimap (F6)
  • Added Effect Out checkbox: toggle effect rendering independently
  • Added Ambience Out checkbox: toggle ambience rendering and audio; stops already-playing sounds when unchecked
  • Added new Python API functions: we.GetObjectHeightBias, we.SetObjectHeightBias, we.GetObjectRotation, we.SetObjectRotation, we.TrimMemory
  • Renamed all "Output" checkboxes to "Out" for consistency (Char Out, Object Out, Shadow Out, Water Out, Collision Out)
  • Changed API documentation shipped as API_REFERENCE.md instead of WorldEditor_API.txt

 

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Hi! Can you improve the effects and the MSM?

For example, adding an option to preview mounts/pets in the World Editor, to add characters to the mount and check if they look good... to improve the effect, to see the effect's range, to be able to create an animation from one point to another—right now you can only do that in Notepad (at least as far as I know).

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Full costume sets • Weapons • Mount and pets • And much more!

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Posted (edited)

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When I'm on the Attr page map is full white, i tried with plenty diff map, everytimes this happen.
No logs in the debug console

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Core X - External 2 Internal

OPENING 27.06.2026 SEKAII : https://sekaii.org/

          NEW METIN 2 STYLE, ROGUE LIKE, PARANGON, LV.120+, BREEDING MOUNT AND MORE

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V58 out!

  • Fixed distant terrain z-fighting by requiring a 24-bit depth buffer
  • Fixed PNT2 vertex stride bug causing broken geometry in multi-mesh dungeon blocks
  • Fixed SetAllWaterHeight skipping terrains outside the 3x3 grid around the camera
  • Fixed file dialogs changing the working directory; added OFN_NOCHANGEDIR to every dialog (including the save-model-script path)
  • Fixed atlas, minimap, export and MapID lookup producing malformed paths or failing silently when a map was loaded by absolute path
  • Improved all file dialogs are now resizable via OFN_ENABLESIZING
  • Changed maps can now be loaded from any directory; internal path buffers upgraded to MAX_PATH
  • Changed process active code page is now UTF-8 via the application manifest
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https://metin2.download/picture/LYLBMk0qm7o17r2sUI4oc5Sln1xog4d7/.png

 

 

this error occurs when I don’t have the file in d:/ymir work\pc\assassin assassin_novice.gr2. when I add it from the 32-bit client, the program works normally. the problem appears when I use .gr2 files converted to x64 — the program doesn’t detect the files at all and this error shows up. is it possible to fix this? @ martysama0134

 

are you sharing the source code of your latest world editor anywhere, or not really?

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Posted (edited)

I've just encountered an weird issue when I moved some objects to a different area. Maybe is it because that somehow those objects are still considered in the area where those were place initially(and when the specific area gets unrendered, those objects will be also unloaded / unredered?) I've showed in the video from where I moved the objects. 

https://metin2.download/video/MOIHIZETbA78s1qg3m27cEug84JsIdOC/.mp4

Also selecting those objects it seems, 
it doesnt show their info in the left module. https://metin2.download/video/01Qm6f9vbdy2Ek8a97Tf5I945ut1wB7H/.mp4

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On 27/08/2014 at 18:02, martysama0134 said:

Central de Downloads M2

 

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(Interno)

 

 

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(Última versão)

 


Esta versão do WorldEditor foi compilada diretamente por mim e inclui inúmeras correções e recursos.
É certo que você não usará mais o worldeditor_en !

Para simplificar, escrevi todos os detalhes sobre este recurso e o WorldEditor padrão no arquivo de configuração correspondente (chamado WorldEditorRemix.ini ).

 

 













































 

 
Download:

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Como mapear:
Esta versão não abordará esta parte. Consulte os tutoriais do CryPrime para entender como fazer isso.


Sobre o Gerador de Atributos do Servidor: (desde a versão 14)
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This is a beta function but it should work fine.
I tested it on gm_guild_build (1x1), metin2_map_a1 (4x5), metin2_map_trent (2x2), metin2_n_snowm_01 (6x6) and the result was the same as the blackyuko map editor. (I use a different lzo version and I clean deprecated and useless flags, so the size is different from this last one but the "final image" will be the same; using game_test to fix his server_attr will let mine and his perfectly equal byte per byte)

I also give you the source code of my server_attr generator function. CLICK
A server_attr file is based on all the attr.atr files merged into a one raw RGBA image and each one scaled from 256x256 to 512x512.
After that, the image will be splitted into sectors of 128x128 px and each one compressed using lzo compression.
The server_attr header is composed by the size of the map*4. (e.g. a 4x4 will have a 16x16 size with 256 sectors inside) (gj ymir CLICK)

An uncompressed server_attr sector is just like this: CLICK (the sub 4 byte header is the size returned by the LzoCompress which indicates how much the compressed sector data are large)

Each attr.atr is just like this: CLICK (the header is composed of 6 byte in total: 3 WORDs respectively for version, width and height; they are always 2634, 1, 1 so don't bother about it)
A single attr.atr scaled from 256x256 to 512x512 will be just like this: CLICK

You can use the game_test (from source) to perform few tasks like:
  1. Create a server_attr from a .mcd file (I won't suggest it)
    a <collision data filename> <map directory>
  2. Regenerate an old server_attr to server_attr.new using the current lzo compression and cleaning useless flag CLICK
    c <filename>
  3. Other stuff such as b to create a character instance or q to quit



Sobre a correção da imagem inferior do SkyBox: (desde a versão 21)

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Both metin2launch.exe and worldeditor.exe should be edited to see the bottom pic of the skybox. Ymir messed up the code wrongly flipping the bottom image.
Open ./Srcs/Client/EterLib/SkyBox.cpp and replace:

 ////// Face 5: BOTTOM
v3QuadPoints[0] = D3DXVECTOR3(1.0f, -1.0f, -1.0f);
v3QuadPoints[1] = D3DXVECTOR3(1.0f, 1.0f, -1.0f);
v3QuadPoints[2] = D3DXVECTOR3(-1.0f, -1.0f, -1.0f);
v3QuadPoints[3] = D3DXVECTOR3(-1.0f, 1.0f, -1.0f);

with:

////// Face 5: BOTTOM
        v3QuadPoints[0] = D3DXVECTOR3(1.0f, 1.0f, -1.0f);
        v3QuadPoints[1] = D3DXVECTOR3(1.0f, -1.0f, -1.0f);
        v3QuadPoints[2] = D3DXVECTOR3(-1.0f, 1.0f, -1.0f);
        v3QuadPoints[3] = D3DXVECTOR3(-1.0f, -1.0f, -1.0f);


then recompile.


Mui bom!

Créditos:

yuizTdF.png
I33Mq9z.png
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V59 out!

  • Added discrete GPU auto-selection on hybrid laptops
  • Added new Python API we.GenerateServerAttr: builds server_attr from attr.atr files on disk without loading the map
  • Added batch tool BatchGenerateServerAttr in terrain_operations.py: generates server_attr for a whole maps directory
  • Fixed mouse picking misalignment: picking projection now matches the render frustum
  • Fixed objects and trees popping in/out at screen edges: frustum culling sphere corrections
  • Fixed device-loss recovery on alt-tab/lock-screen: D3D9Ex device-state codes and PresentEx handling
  • Fixed character shadow when MSAA is enabled
  • Fixed 3D positional audio: swapped L/R channels and volume pumping/pulsing
  • Fixed looping ambience sounds continuing after map switch
  • Fixed crashes: animation zero-step division, SpeedTree buffer creation failure, attaching object with no model
  • Fixed stale model-script/motion paths in Save dialogs; dialogs now open in the loaded resource's folder
  • Fixed x64 pointer truncations (IME, font enumeration, hyperlink, docking, terrain light token)
  • Changed viewport near plane 100 to 50: nearby objects no longer vanish
  • Improved dynamic vertex buffer locking (DISCARD) and non-DXT DDS fallback conversion; sound bytes cached load-once
     

 

MapForge - 2D Map Editor (with Regen Editor / AreaData Editor / Attr Swap / Map Merging)

Free on GitHub Pages

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2 hours ago, martysama0134 said:

V59 out!

  • Added discrete GPU auto-selection on hybrid laptops
  • Added new Python API we.GenerateServerAttr: builds server_attr from attr.atr files on disk without loading the map
  • Added batch tool BatchGenerateServerAttr in terrain_operations.py: generates server_attr for a whole maps directory
  • Fixed mouse picking misalignment: picking projection now matches the render frustum
  • Fixed objects and trees popping in/out at screen edges: frustum culling sphere corrections
  • Fixed device-loss recovery on alt-tab/lock-screen: D3D9Ex device-state codes and PresentEx handling
  • Fixed character shadow when MSAA is enabled
  • Fixed 3D positional audio: swapped L/R channels and volume pumping/pulsing
  • Fixed looping ambience sounds continuing after map switch
  • Fixed crashes: animation zero-step division, SpeedTree buffer creation failure, attaching object with no model
  • Fixed stale model-script/motion paths in Save dialogs; dialogs now open in the loaded resource's folder
  • Fixed x64 pointer truncations (IME, font enumeration, hyperlink, docking, terrain light token)
  • Changed viewport near plane 100 to 50: nearby objects no longer vanish
  • Improved dynamic vertex buffer locking (DISCARD) and non-DXT DDS fallback conversion; sound bytes cached load-once
     

 

MapForge - 2D Map Editor (with Regen Editor / AreaData Editor / Attr Swap / Map Merging)

Free on GitHub Pages

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Although I don't dedicate much time to map work, the heightmap feature will be very useful. Thank you.

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On 7/16/2026 at 6:35 PM, martysama0134 said:

V59 out!

  • Added discrete GPU auto-selection on hybrid laptops
  • Added new Python API we.GenerateServerAttr: builds server_attr from attr.atr files on disk without loading the map
  • Added batch tool BatchGenerateServerAttr in terrain_operations.py: generates server_attr for a whole maps directory
  • Fixed mouse picking misalignment: picking projection now matches the render frustum
  • Fixed objects and trees popping in/out at screen edges: frustum culling sphere corrections
  • Fixed device-loss recovery on alt-tab/lock-screen: D3D9Ex device-state codes and PresentEx handling
  • Fixed character shadow when MSAA is enabled
  • Fixed 3D positional audio: swapped L/R channels and volume pumping/pulsing
  • Fixed looping ambience sounds continuing after map switch
  • Fixed crashes: animation zero-step division, SpeedTree buffer creation failure, attaching object with no model
  • Fixed stale model-script/motion paths in Save dialogs; dialogs now open in the loaded resource's folder
  • Fixed x64 pointer truncations (IME, font enumeration, hyperlink, docking, terrain light token)
  • Changed viewport near plane 100 to 50: nearby objects no longer vanish
  • Improved dynamic vertex buffer locking (DISCARD) and non-DXT DDS fallback conversion; sound bytes cached load-once
     

 

MapForge - 2D Map Editor (with Regen Editor / AreaData Editor / Attr Swap / Map Merging)

Free on GitHub Pages

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I like your tool but i have some suggestions to improve it :

  • Add a compass/arrow inside each npc box to indicate direction. (this helps previwing npc orientation and can be toggled on/off)
  • Allow boxes to be dragged directly on the map. Selecting them from the list is too tedious.
  • Add Delete, Ctrl+Z, and Ctrl+Y support.
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I have a suggestion. I'm not sure about others, but when I'm creating a map, I pay close attention to how the view will look from the player's perspective in a given region. Taking care of this aspect in WorldEditor isn't easy because the editor renders a much larger area than the game itself. As a result, the way the map looks in the editor doesn't always match what the player will actually see ingame.

.gif

I've noticed that WorldEditor renders anywhere from 4 to 9 regions, while the game only renders a single region. It might be a good idea to add an option that limits the editor's rendered area to just one region, matching the way the game renders it.

.gif

.gif

PS: A great addition would be a guide explaining how to achieve a rendering effect in the game similar to the one in the world editor, if you ever have the time and willingness to create it 😉

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Posted (edited)

V60 out!

  • Migrated from Dx9ex to Dx11: visuals pixel-identical to v59 and performance on par; requires a DX11-capable GPU (feature level 11_0, ~2010+), with automatic software fallback (WARP) on Windows 8+
  • Changed ambience sphere ranges now draw as a wireframe instead of faint dots; D3D11 has no point fill mode
  • Changed removed 16-bit texture fallbacks for ancient pre-DXT graphics adapters
  • Added headless automation switches for scripted runs, screenshots and exports: --map, --target, --cam, --flags, --view, --file, --regen, --atlas, --size, --shot, --shot-frames, --quit
  • Fixed editor not starting when the 800x600 display mode is missing; it now creates a windowed device (e.g. Remote Desktop sessions)
  • Fixed crash on map load when a textureset entry points to a missing or broken texture
  • Fixed crashes and resource leaks on editor exit
  • Fixed object property preview panes presenting without ending the scene
  • Fixed terrain splat/shadow streams, debug meshes and overlays changing GPU state behind the state manager's back
  • Fixed GPU device removal (driver crash or reset) now reported with a message instead of silently rendering nothing
     
Edited by martysama0134
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Suggestion: instead of using the “Unselect” button to remove the preview object located under the mouse cursor, a quick double right-click could be used. However, a safeguard should be added to prevent the object from being accidentally removed while moving the camera.

Additionally, the expanded folder tree does not need to collapse during this operation. It would be better if it remained expanded.

I tested this solution, and it is very pleasant and intuitive to use.

Test exe: 

This is the hidden content, please

PS: also see the list of textures and objects, there is a small change there, but very visually pleasing.

.gif

.gif

If the mouse cursor hovers over an item in the list, the model preview is displayed in the center of the scene.

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Suggestion: I added collision rendering that the character can walk on. Additionally, the polygons are visible on the collision surfaces. If the collision mesh contains too many polygons, we will be able to notice it, and if necessary, the file can be replaced with a more optimized version.
.gif

Suggestion2: Information about the selected objects is displayed in the corner of the program. Clicking the path opens the folder containing the file. This information about the selected objects can be disabled in the program options. When you hover the cursor over an object's name, its highlight changes color, and when you click it, the object is selected. This can be useful, for example, when deleting a specific object.
.gif
Suggestion3: After reducing the tree box, selecting objects in dense areas is easier.

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Hi.

The biggest and most useful thing you could do is add a custom brush for terrain height and texturing.

At the moment, we only have 2 shapes circle and square

.png

By adding custom shapes, the creativity of maps creation will increase exponentially.

.jpg

 

a few examples of brushes

.png

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