RedM Map Editor: Working Doors & YMAP Export

A full mapping suite that runs inside RedM, so building a map stops meaning alt-tab, CodeWalker and hand-edited XML. Place and arrange 17,473 catalogued props, people, animals and wagons with a gizmo, snapping and a scatter brush, then export what you built as a ready-to-run resource, a real binary .ymap, objectloader XML or JSON. Doors come out of it working. No framework needed, with VORP groups available if you would rather gate your builders that way.

37.00 USD

Build your map inside the game. Open /mapeditor, place what you want, export when you are done. This RedM map editor gives you 17,473 in-game props, people, animals and wagons, four export formats, and no framework requirement.

Doors that actually open. Line a door up with the wall using Capture and Align, tick "This is a door", export as ymap, and it works in game with no file editing afterwards. The export also writes ready-made entries for door lock scripts, and doors inside an MLO interior are written into a copy of that MLO's YTYP file.

Proper building tools. Move and rotate gizmo, grid and angle snapping, surface snap, prop-to-prop snapping so pieces join with no gaps, align to slope, drop to ground, a brush that paints props as you drag, scatter up to 500 in one click, 60 steps of undo, and box select across 400 objects at once.

The game's own world is editable too. Click any game prop to take control of it, remove props for everyone and restore them later, or move and delete the game's own people, animals and wagons.

Export and walk away. A ready-to-run resource, a game ready ymap, objectloader XML, or JSON for moving maps between servers. Drop the folder in resources, restart, done, with no editor needed to run it. Works on any RedM server: VORP, RSG, RedEM:RP or standalone. oxmysql is required, and the tables build themselves on first start.

Product Features

Preview Before You Place

The browser renders the real model before you commit to it, and you can turn it, push it out to distance or give it a random heading first. 39 categories with subcategories, plus search, favourites and recents, because a 17,473-entry library is only useful if you can find one thing in it.

Prop Groups and Your Own Props

897 ready-made groups drop a whole set in one click rather than a piece at a time. Register your own streamed assets in config.lua with a label and a category and they appear in the browser beside the stock catalogue; just start their resource first.

Numbers When You Want Them

The Entity tab takes exact position and rotation in whatever step size you choose, and copies either back out as vector3, vector4 or plain numbers. Per prop you also get LOD distance to 500 m, collision, frozen, visible, opacity, tint, age, and whether it belongs in the ymap at all.

People, Animals and Wagons

Place them yourself with a scenario attached, 20 in the list or any game scenario typed in, so the result idles and works instead of standing frozen where you left it. An invincible option keeps a placed ped from being killed off by a passer-by.

An Outliner for the Whole Map

Everything you placed, by category: select similar or nearby, hide, rename, reorder, teleport to, or move props into another map. Maps are unlimited and either permanent or temporary, so an experiment can be staged without going anywhere near production.

Six Separate Permissions

use, delete, world, export, import and manage are each granted on their own, over server.cfg aces or VORP admin groups, and anything you leave unset falls back to use. So a builder can be allowed to place without being allowed to destroy. Every action is re-checked on the server, which is what makes that real rather than cosmetic.

A 45-Day Action Log

Who placed, moved and deleted what, with identifier, licence and player name, kept for 45 days and readable in-game rather than only in your database. A Discord webhook is optional on top of it.

Streamed Around Each Player

Objects load within 250 m of each player and arrive a few at a time, so somebody riding into a large build gets it progressively instead of a frame spike at the boundary.

It Tells You What Broke

/rm_diag in-game and rm_mapeditor_diag on the console self-test the database connection, permission resolution, catalogue load, file writing including nested stream directories, and binary ymap integrity, then name the stage that failed. /rm_unstick frees a camera that has got away from you.

Open Files and Exports

config.lua, server_config.lua, locales/*.lua, data/, exports/ and imports/ all ship unencrypted, so you can configure, translate and extend without asking. open, close, isOpen, getObjects and getMaps are exported for your own resources.