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Map Editor Troubleshooting ​

Run /rm_diag first. It checks the editor against itself and names what is wrong. rm_mapeditor_diag does the same from the server console for the half the client cannot see.

/mapeditor does nothing ​

The most common problem, and it is almost always permissions.

  1. Did you add a grant at all?

    cfg
    add_ace group.admin rm_mapeditor.use allow
  2. Is there an add_principal putting you in that group? This is the usual answer.

  3. Does the ACE name in server.cfg match Config.Permission.Ace?

  4. If Mode = 'vorp', is your character's group in VorpGroups?

rm_mapeditor_diag

reports the permission configuration as the server sees it, which settles it.

If the command is not registered at all, check the resource actually started and that Config.Command is what you think it is.

The resource will not start ​

CauseFix
oxmysql not started firstPut ensure oxmysql above it in server.cfg
oxmysql cannot reach the databaseThe same connection string your framework uses
Folder renamedRename back to rm_mapeditor

An oxmysql error naming rm_mapeditor_* means the tables could not be created. Nothing else works until that passes.

Every thumbnail is blank ​

Working as designed, on a server with no outbound access.

The catalogue ships 17,473 model names; the preview images are fetched from GitHub at runtime. Search, categories and the live in-world preview all work without them — you are only missing the pictures.

For images, clients need to reach raw.githubusercontent.com.

A build looks complete to me and incomplete to players ​

Config.Loader.MaxEntities — 900 by default — is a ceiling across everything a player has loaded.

A dense map inside a small radius hits it before it finishes drawing. You do not see this in the editor because the editor loads differently.

Options, in order of preference:

  1. Spread the build out, or split it across maps.
  2. Raise MaxEntities, accepting the cost on every player's client.
  3. Lower SpawnDistance so fewer objects are in play at once.

Objects not appearing at all until you are nearly on top of them is the opposite problem — raise SpawnDistance.

Objects flicker at the edge of the map ​

Config.Loader.Hysteresis, 40 m by default, is the gap between the spawn and despawn distances. Flickering means it is too small for how fast players move through that area. Raise it.

The camera is stuck, or the interface will not take input ​

/rm_unstick

From the server console, for someone else:

rm_mapeditor_unstick <id>

Both are safe at any time and touch nothing you have placed.

A key does nothing ​

/rm_diag keys

prints what every binding actually resolved to. A name the game does not recognise does nothing and reports nothing, so this is the only way to tell a broken key from a typo in Config.KeyBindings.

Remember each player can rebind their own in Help → Controls, so check whose keys you are actually looking at.

My custom props are not in the catalogue ​

CauseFix
Not listed in Config.CustomPropsAdd them
Their resource starts after rm_mapeditorStart it first
The model name is wrongCheck it against what you stream

A model the editor could not resolve lands in rm_mapeditor_unavailable. That table is the answer to "why is my prop missing".

An import brought in less than the file had ​

Check rm_mapeditor_unavailable — models your server does not stream cannot be placed.

Also check the ceilings. A file over 12 MB or 20,000 objects is refused rather than partially read, so a completely empty import is more likely to be that.

A door does not open after export ​

  1. Was This is a door ticked on that object?
  2. Did you export as ymap or resource? objectloader carries props only and drops the flag.
  3. Is the door inside an MLO? It needed mloDoors, and the generated .ytyp has to be streamed.
  4. Does your lock script read the lists in doors/?

A removed world prop came back ​

Removals live in rm_mapeditor_removed and are re-applied as players move. If one returns, either the row was deleted, or the sweep is not matching it — SearchRadius is 0.5 m around the recorded position, so a prop the game spawns slightly differently can fall outside it.

I deleted something I should not have ​

An objectJ undoes 60 steps, if you have not closed the editor
A world prop removalDelete the row in rm_mapeditor_removed, then rm_mapeditor_reload
A mapRestore from a backup — there is no undo

The audit table records who deleted what and when, which at least tells you what you are looking for.

Disable rather than delete

A disabled map keeps every object and comes back exactly as it was.

Nothing reaches Discord ​

Check ServerConfig.Webhook.Enabled is true and the URL is filled in.

If both are right, remember object_create and object_update are off by default — placing props produces nothing by design. Test with something that is on, like creating a map.

Object messages are also batched every 15 seconds rather than sent immediately.

Exports are not where I expected ​

rm_mapeditor/exports/ is on the server, not on the machine of whoever pressed the button. You need file access to collect them.

Same for imports — files go in rm_mapeditor/imports/ on the server.

Changes made in the database are not showing ​

The resource holds its maps in memory and does not poll:

rm_mapeditor_reload

What to send when you ask for help ​

Send
The output of /rm_diagAnswers most of this page
The output of rm_mapeditor_diagThe server's half
rm_mapeditor_statsScale — maps, objects, sessions
Server console output on startIncluding any oxmysql error
F8 client console errors
Your config.luaAnd server_config.lua with the webhook URL removed
What you expected and what happened

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