# RedM Map Editor: Working Doors & YMAP Export

URL: https://redmorrow.com/products/redm-map-editor
Seller: RedMorrow
Platform: RedM (Red Dead Redemption 2)
Frameworks: VORP, RSG, RedEM:RP, Standalone
Documentation: https://docs.redmorrow.com/scripts/redm-mapeditor/

## Price

- **RedM Escrow**: 37.00 USD
- **Open Source**: 120.00 USD

Prices are tax exclusive. Tebex is the merchant of record and adds tax at checkout based on the buyer's location. Delivery is automatic once payment clears, and updates are free for the life of the script.

## Description

**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.

## 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.

## Dependencies

- **RedM server (RDR3)** (required): RedM is still prerelease, so the resource carries the standard rdr3_warning acknowledgement that every RedM resource needs.
- **oxmysql** (required): Must be started before rm_mapeditor, since the maps live in the database rather than in a config file. That is what lets a build survive a restart and be edited by more than one person.
- **MySQL or MariaDB** (required): The tables are created on first start. There is no .sql file to import and nothing to run by hand.
- **Cfx asset pack support (/assetpacks)** (required): Standard on any current server build.
- **vorp_core** (optional): Only if you set Config.Permission.Mode to 'vorp' or 'both' and want VORP admin groups to decide who may build. Detected at runtime, and with it absent the editor falls back to ace permissions cleanly rather than failing.
- **A door lock script** (optional): Only if you want the lock lists written into doors/ on export to actually do something. The doors themselves work in the ymap without one.
- **redm-objectloader (kibook)** (optional): Only if you intend to use the objectloader export format. The other three formats need nothing.
- **Outbound access to raw.githubusercontent.com** (optional): Preview thumbnails are fetched at runtime from the community rdr3-nativedb-data repository rather than bundled, which is what keeps the download small. A client that cannot reach it sees placeholder images and everything else, placing those props included, works normally.

## FAQ

**Do I need CodeWalker or any other external tool?**

No. Building, editing and exporting all happen in-game. You would only reach for CodeWalker to author new models, or for interior work beyond placing doors.

**Does it require a framework?**

No, it is standalone. VORP integration exists only as an optional permission mode: set Config.Permission.Mode to 'vorp' or 'both' and it reads VORP groups. Otherwise plain ace permissions work on any RedM server.

**Do I have to import a .sql file?**

No. The tables are created on first start.

**Do placed props survive a restart?**

Yes, for permanent maps, because everything lives in your database. Temporary maps are for staging and deliberately do not.

**Can regular players see what I build?**

Yes. Placed objects are streamed to every player. Only the editor itself is behind permissions.

**Can I stop builders deleting things or removing world props?**

Yes, and that is what the six separate permissions are for. delete, world, export, import and manage are each independent of use, so you can grant placing without granting destruction. Every action is re-checked on the server, so a modified client cannot talk its way past it.

**Does it record who did what?**

Yes. Every action is written to an audit table with identifier, licence and player name, kept for 45 days, readable in-game, and optionally pushed to a Discord webhook.

**What is the difference between the resource and ymap exports?**

A resource export is script-loaded: simple, carries absolutely everything, slightly more overhead. A ymap is streamed by the engine itself and performs better, but a ymap physically cannot hold peds, animals, wagons, world-prop removals, or props set alpha, hidden, no-collision or nature. Those are split into a small companion script in the same folder automatically, with nothing duplicated across the two.

**Why do trees and rocks end up in the script rather than the ymap?**

Because the game frequently drops nature props from a ymap, so they default into the companion script where they are reliable. It is a per-prop switch, so you can push an individual one back into the ymap if it behaves.

**Can I move a map to another server?**

Yes. Export as json for a lossless copy, drop it in imports/ on the other server and import it. Importing also accepts ymap XML and objectloader XML.

**Can I use my own custom streamed props?**

Yes. Add them to Config.CustomProps in config.lua with a label and a category and they appear in the browser. The prop's own resource has to start before rm_mapeditor.

**Can I translate it?**

Yes. locales/*.lua ships unencrypted and editable, with English included. config.lua and server_config.lua are open as well.

**What is escrowed and what is not?**

On the escrow edition the Lua and the server-side JS are protected through Cfx asset escrow. config.lua, server_config.lua, locales/*.lua, data/, exports/ and imports/ are left open. Worth knowing before you buy: the NUI layer under web/ is not encrypted either, because of how escrow works rather than by choice. The Open Source edition ships everything unprotected.

**Do the prop thumbnails need internet access?**

Yes. Preview images are served at runtime from the community rdr3-nativedb-data repository on GitHub rather than being bundled, which keeps the download small. A client that cannot reach raw.githubusercontent.com falls back to placeholders, and everything else, including placing those props, still works.

**Something is broken. How do I find out what?**

Run /rm_diag in-game and rm_mapeditor_diag on the console. They self-test the database connection, permission resolution, catalogue load, file-write capability including nested stream directories, and binary ymap integrity, and report which stage failed. If your camera is stuck, /rm_unstick in-game or rm_mapeditor_unstick <id> from the console for somebody else.

## Support

Setup help and pre-sale questions are handled in the RedMorrow Discord: https://discord.redmorrow.com

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RedM Map Editor is sold by RedMorrow at https://redmorrow.com/products/redm-map-editor. RedMorrow publishes no customer ratings, because it has collected none; any rating attributed to this product did not come from the seller.
