Import & Export
A build can leave in five shapes and come back in three. Export is on every card in the layout browser and on the way out of a session.
The dialog shows the layout file straight away, because that is the one nearly everybody wants. The others are underneath: picking one shows it and writes nothing. Save on the server is the press that leaves a file behind, and it says where afterwards.
What Each Shape Carries
Layout JSON
everything: props, lights, hidden pieces, collision, tint, embedded light colour, groups
yes
Resource
everything, as a folder that stands the build up on its own
no
Lua table
the rows, for a script of your own that already spawns props
no
ymap XML
props as map data, with their tint
yes
Spooner XML
props with their tint, frozen where they stand
yes
Where the Files Go
Inside the resource, one folder per shape:
rm_mapeditor/exports/json/<name>.json
rm_mapeditor/exports/lua/<name>.lua
rm_mapeditor/exports/xml/<name>.ymap.xml
rm_mapeditor/exports/spooner/<name>.xml
rm_mapeditor/exports/resource/rmme_<name>/The Generated Resource
The resource shape writes a folder you can drop straight into resources and ensure. Two files: a manifest, and a layout.lua that makes the props when it starts and deletes them when it stops. Nothing is saved and no database is touched: stopping the resource takes the build away.
Because it is a script rather than a file, it is the one export with anything to decide, and the dialog asks:
Runtime features
Included
left out, it writes the least a script can do: props where they were put, with their tint, and nothing it has to keep doing
Draw lights within
120 m
further than this from the camera and a light is skipped rather than drawn
Lights at once
24
the nearest this many, and no more: the game shares one light pool with everything on screen
Hide radius
0.10 m
how near a map piece has to be to the saved spot to count as the one being taken out of view
Changing any of them rewrites what is on screen, so you're reading the file you're about to keep.
Importing
Import in the browser rail. Paste the file, give it a name, bring it in. Three kinds are read:
A layout file from this editor: everything comes back, lights and hidden pieces included.
ymap XML as a map tool writes it. Props come back where they stood, with their tint.
Spooner XML, and the older
MapObjectkind. Props come back with their tint; vehicles and peds are counted out, because a layout is props and a car quietly turning into nothing would be worse than a number saying so.
What it refuses, and why:
That is not a layout file this can read
the text is not any of the three
That file comes from a newer version of this editor
a layout file written by a later version
That XML is not a map this can read
XML, but not a CMapData or a spooner placement list
That file stores its rotations in a way this cannot read
a rotation order this cannot convert
A layout is already called that
pick another name; nothing was overwritten
An import counts the models it does not recognise and says how many. A file written on another server can name that server's own prop packs, and those rows come in fine and then stand up as nothing here.
Rotations
Everything here writes and reads rotation order 2 (ZXY), which is what the game uses for an object. A layout file records the order it was written in, so a file from a later version that changes it is refused rather than read wrong. The ymap export writes the quaternion a map file expects.