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Importing ​

Put .json or .xml files in rm_mapeditor/imports/, then open File → Import / Export → Import.

Maps exported from this server are listed there too, so a round trip needs no file handling at all. Needs the import capability.

The three formats ​

FormatCarries
JSONEverything — the format this editor exports
ymap XMLProps, as described by the ymap
objectloader XMLProps only

Only JSON survives a round trip intact

A map exported as JSON and imported again is identical. The other two carry what their format can describe — ymap XML has no people or removals, objectloader XML has props and nothing else.

Where the files go ​

rm_mapeditor/imports/ is on the server, not on the client of whoever presses Import. You need file access to put something there.

lua
ServerConfig.Import.Directory = 'imports'

The ceilings ​

LimitDefault
File size12 MB
Objects in one import20,000
lua
ServerConfig.Import = {
    Enabled  = true,
    MaxBytes = 12 * 1024 * 1024,
    MaxObjects = 20000,
}

A file over either ceiling is refused rather than partially read. If you are importing something genuinely enormous, raise the limit deliberately rather than discovering it half-loaded.

Moving a map between servers ​

  1. On the source server, export as JSON.
  2. Copy the file out of rm_mapeditor/exports/<name>/.
  3. Put it in rm_mapeditor/imports/ on the target server.
  4. File → Import / Export → Import, and pick it.

Everything comes across — props, people, animals, wagons, removed world props, hidden props, door flags and per-object settings.

Importing someone else's ymap ​

A ymap XML from another tool imports as props. That is often exactly what you want: bring an existing build in, then use the editor to adjust it, add people and scenarios, and re-export as a resource.

Models still have to be streamed

Importing a ymap that references props your server does not have gives you objects the game cannot draw. They are recorded in rm_mapeditor_unavailable, which is the table to check when an import looks emptier than the file suggested.

After an import ​

The map is created and enabled like any other. If you would rather it arrived switched off:

lua
Config.Maps.AutoEnableNew = false

Every import is recorded in the audit table, and import is one of the webhook's default-on events.

Turning importing off ​

lua
ServerConfig.Import.Enabled = false

Removes it entirely, whatever anyone's ACEs say. Reasonable on a production server where maps should only ever arrive through a deliberate deployment rather than through the editor.

Documentation for RedMorrow. Scripts are licensed per server — redistribution is not permitted.