A game editor — the world, and what lives in it
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Open a whole world, a single patch, or a patch and its neighbours. Multi-client — several clients auto-detected, switch in a click. Click the minimap to fly the camera anywhere.
Sculpt height, paint & blend textures (export to PNG), vertex colour, decorations and grass.
Place and edit with a full gizmo — move, rotate, scale — multi-select, duplicate, copy, paste-at-cursor, bulk-delete, full layer control. An object list reaches the ones a click never can: buried in a building, behind a hill, stacked, or collision-only and invisible.
Server collision (KSM): paint, erase, auto-generate walkable, full undo — worlds and dungeons. Open any dungeon .map and paint its collision.
A DirectX 11 renderer that draws what the game draws — models, fog, and NPCs right on the terrain. Click an NPC and the client’s UI opens on its screen.
Refraction, depth and reflection rather than a blue plane: shallows show the ground through them, deep water goes deep, and the surface reflects the shore. Three detail levels.
It reads your server’s own data, not just the client, and writes it back. Draw a monster spawn zone by dragging on the terrain — what spawns, how many, how often — and save it to the monster table. NPCs the same way, placed from wherever the camera is. This is the part a map editor does not do.
Full control of the client’s own UI. Open a window, move and delete its controls, add buttons, labels and text lines, pick their images — or build a window from nothing — then save it straight back into the archive.
Finds stale model checksums across a whole client and fixes them — the mismatch that makes a model refuse to load. Checksum and manifest checks can run from the command line as a build step.
Minimap (generate, export to GTX or PNG, click-to-fly), a GB model viewer, a PK archive browser, and an effect previewer that plays a composition with its model, particle and sound parts together.
Auto-backup keeps the original as a .bak on every save. Undo and redo everywhere, with Save Patch / Save Touched / Save All Touched.
Low, Medium and High detail, chosen from your GPU the first time it starts and changed whenever you like. Dark mode, a live FPS readout with a target-FPS cap, one-click “report a problem”, and an in-app update check.