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Posted (edited)

This is the hidden content, please

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This is the hidden content, please

Hello, back then I needed WE for my server and now I've decided to share it. It's probably far away from being perfect but good enough for me, maybe for some of you too.

By default, it uses assets folder with unpacked pack files, but when not detected, you can select your own dir.

Place mob_names, group, group_group files in the asset dir to use regen editor.

It includes most of the features from the original WE, except for the effects editor. I will add it and make adjustments during winter since now I'm busy.

I have added 'Game Mode' which spawn warrior character and change camera to 3rd person plus reduces terrain render distance to match the same value as in-game.

Scaling for objects is also included with c++ part for the binary.

Need some time at first startup to build thumbnails.

Video preview:

 

Edited by m2Ciaran
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Posted (edited)

Is the scale a metin2 feature? Or its a custom system from your personal server?  NVM. Just re-read the description. Awesome!

Edited by KolenMG
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.png

Out of curiosity, I uploaded the program for scanning. I don’t know much about viruses, but this Trojan-PSW.Win64.Stealer.axjw seems suspicious. Doesn’t this program steal files? xd

GhwYizE.gif

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Posted (edited)
On 8/25/2026 at 9:15 PM, Tatsumaru said:

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Out of curiosity, I uploaded the program for scanning. I don’t know much about viruses, but this Trojan-PSW.Win64.Stealer.axjw seems suspicious. Doesn’t this program steal files? xd

No, it doesn't. It was a false positive. The updated archive is now green on Kaspersky in VirusTotal. I don't mind mailing others cause it will be detected again once recompiled later... 🙃
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Posted (edited)
16 hours ago, KolenMG said:

What am I doing wrong? It seems nothing is loaded in regards any map I try to load. Im only see the shadow map and the terrain untextured. 

I just tried with a freshly downloaded client from tmp4, and everything works🤨 Maybe it was just a fog? Try to zoom in or disable fog in env tab ^_^

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On 8/30/2026 at 10:50 AM, m2Ciaran said:

I just tried with a freshly downloaded client from tmp4, and everything works🤨 Maybe it was just a fog? Try to zoom in or disable fog in env tab ^_^

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Indeed was my bad. sorry. The problem was that I was setting the asset directory being the D drive and not a client pack. all good now! thank you!

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1 hour ago, m2Ciaran said:

Archiwum zaktualizowane
: dodano edytor tekstur do szybkiego przekolorowywania
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oraz stały cięcie w sektorach płytek

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The downloadable RAR file probably hasn't been updated, as the issue still persists.
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20 hours ago, Tatsumaru said:

The downloadable RAR file probably hasn't been updated, as the issue still persists.
.gif

File → Generate shadow maps, and then paint them if they still exist. I also have a question, is this one of the default maps? if so lmk x/y

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4 hours ago, m2Ciaran said:

File → Generate shadow maps, and then paint them if they still exist. I also have a question, is this one of the default maps? if so lmk x/y

The problem still persists. The map is original.

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9 hours ago, Tatsumaru said:

The problem still persists. The map is original.

 

14 hours ago, m2Ciaran said:

File → Generate shadow maps, and then paint them if they still exist. I also have a question, is this one of the default maps? if so lmk x/y

You can see that seam even in the video from your first post, in orc valley across from the hwang temple enterace after you toggled attr visualization, you'd also see it more clearly if you painted textures over that.


Anyway I have built a WorldEditor similar to this, just a bit more mature and I have had that issue as well, it was quite annoying to debug so Im sharing a possible solution below.

Search the editor code for slot math like (dy + 1) * 3 + (dx + 1) and for neighbours reached with slot ± 1 or slot ± 3. Check MapAccessorOutdoor.cpp, MapAccessorTerrain.cpp, MapAccessorUndo.cpp and MapManagerAccessor.cpp. That was the cause for me.

What went wrong:

1. The editor code worked out a terrain tile's slot as if the loaded ring around the camera were always 3x3
2. My editor loads a wider ring (LOAD_SIZE_WIDTH 7 under WORLD_EDITOR, which makes a 15x15 grid). Away from the centre, the formula picked the wrong slot. Example: centre [3, 0] looking for segment [6, 5] gave slot 22 instead of 190
3. What that caused:
   - Near tile borders, the texture, height, attr and water brushes painted onto a different tile. That gave the seams and the spots where painting didn't show up.
   - slot - 1 on column 0 wrapped to the last column of the previous row, a segment on the far side of the map.
   - TerrainPutHeightmap stitched a tile's edge onto a random segment (its byTerrainNum = 4 fallback).
   - Undo saved and restored another tile's heightmap.

Fix: find every neighbour by its segment coordinate (coord + (dx, dy)), then look up the slot with GetTerrainNumFromCoord / GetAroundSlot. Those check each axis's range separately. Never do arithmetic on the slot index itself. Also remove the old "3x3 range" guards: on a wider ring they reject neighbours that are valid.

When this applies: only if you made the editor's terrain load ring wider (LOAD_SIZE_WIDTH > 1). On the stock 3x3 ring the old formula is correct, so the cause would be something else.

 

You didnt share your source so I cant really tell if thats the case but it might be worth looking at

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On 10/22/2026 at 9:32 PM, Tatsumaru said:

The problem still persists. The map is original.

Could you take a look with updated archive? If this will work for you in the editor, I'll add additional changes for binary [d3d9ex].

On 10/23/2026 at 7:34 AM, b6d4a82c15 said:

 

You can see that seam even in the video from your first post, in orc valley across from the hwang temple enterace after you toggled attr visualization, you'd also see it more clearly if you painted textures over that.


Anyway I have built a WorldEditor similar to this, just a bit more mature and I have had that issue as well, it was quite annoying to debug so Im sharing a possible solution below.

Search the editor code for slot math like (dy + 1) * 3 + (dx + 1) and for neighbours reached with slot ± 1 or slot ± 3. Check MapAccessorOutdoor.cpp, MapAccessorTerrain.cpp, MapAccessorUndo.cpp and MapManagerAccessor.cpp. That was the cause for me.

What went wrong:

1. The editor code worked out a terrain tile's slot as if the loaded ring around the camera were always 3x3
2. My editor loads a wider ring (LOAD_SIZE_WIDTH 7 under WORLD_EDITOR, which makes a 15x15 grid). Away from the centre, the formula picked the wrong slot. Example: centre [3, 0] looking for segment [6, 5] gave slot 22 instead of 190
3. What that caused:
   - Near tile borders, the texture, height, attr and water brushes painted onto a different tile. That gave the seams and the spots where painting didn't show up.
   - slot - 1 on column 0 wrapped to the last column of the previous row, a segment on the far side of the map.
   - TerrainPutHeightmap stitched a tile's edge onto a random segment (its byTerrainNum = 4 fallback).
   - Undo saved and restored another tile's heightmap.

Fix: find every neighbour by its segment coordinate (coord + (dx, dy)), then look up the slot with GetTerrainNumFromCoord / GetAroundSlot. Those check each axis's range separately. Never do arithmetic on the slot index itself. Also remove the old "3x3 range" guards: on a wider ring they reject neighbours that are valid.

When this applies: only if you made the editor's terrain load ring wider (LOAD_SIZE_WIDTH > 1). On the stock 3x3 ring the old formula is correct, so the cause would be something else.

 

You didnt share your source so I cant really tell if thats the case but it might be worth looking at

Thanks for sharing your findings, unfortunately it wouldn't work in this case 🙃

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21 hours ago, m2Ciaran said:

Could you take a look with updated archive? If this will work for you in the editor, I'll add additional changes for binary [d3d9ex].

Thanks for sharing your findings, unfortunately it wouldn't work in this case 🙃

It’s OK now, but it’s difficult to test. Some kind of user guide for this software would be helpful.
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Don't use any images from : imgur, turkmmop, freakgamers, inforge, hizliresim... Or your content will be deleted without notice...
Use : https://metin2.download/media/add/

Please use https://metin2.download/ when uploading files smaller than 100MB, otherwise the approval will take longer due to manual upload.

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