World Editor for Metin2
World Editor
Turn your ideas into worlds.
DX8, DX9 and DX11+.
WORLD EDITOR / FREE PREVIEW
Try it first.
Then decide.
Explore World Editor with the free preview version. Some features are locked in this version.
Free · Limited feature setPreview or license?
The free preview helps you explore the editor. Compare its restrictions with the scope of the available licenses.
| Comparison | Free preview | Paid license |
|---|---|---|
| Price | Free | From €10 / 7 days |
| Feature set | Some features locked | According to the selected package |
| Individual feature unlocks | Details follow with the preview build | According to the selected package |
| Access | Download free preview | License via Discord |
WORLD EDITOR / WORKFLOW
From your idea to your own map.
Three steps through World Editor. Choose a step and open the matching recording.
Terrain and objects in the editor
Edit heights and textures to lay the foundation for your world.
Open original recordingObject and tree scaling
Place assets and adjust objects and trees directly in the scene.
Open original recordingWorkflow and map overview
Save and export your map, then verify the result in the matching game client. The recording shows the general editor workflow.
Open original recordingThe recording could not be loaded. You can open the original video.
See the editor in action.
Features
All features in detail
Load, create, save, export, and validate outdoor maps.
- Load maps from setting.txt Scan your client’s outdoor map list and open any map from setting.txt in one workflow.
- Create new maps Wizard with Flat, Dungeon, Farm Map, Normal Map, or Custom templates. Preset sizes from 1×1 to 4×4, or custom up to 16×16.
- Texture sets & environment Create or reuse texture sets, pick an environment, and optionally generate border cliffs for new maps.
- Save map data Set the assets folder, then save terrain, objects, NPC spawns, environment (.msenv), server attributes, atlas, and per-tile minimaps.
- Export & legacy shadows Export full map packages for deployment. Generate legacy shadowmaps for the current map from the File menu.
- Map validation Run checks for common map issues and see errors or warnings before you ship to players.
DX11 preview, overlays, minimap teleport, and render settings.
- DX11 viewport Real-time preview with terrain, water, skybox, buildings, trees, effects, shadows, and NPC models — the same view you edit in.
- Visibility & overlays Toggle wireframe (F3), fog, objects, water, effects, shadows, markers, NPCs, and Block/Water/BanPK attribute overlay (F2).
- Mini-atlas teleport Optional mini atlas overlay: click a tile to move the camera there instantly while editing large maps.
- Status HUD On-screen FPS, frame time, camera position, and the active tool so you always know what mode you are in.
- Render options VSync, FPS limit, MSAA level, shadow mode (modern vs legacy), and modern shadow map resolution.
Sculpting, texture paint, water, and attribute layers.
- Terrain sculpting Alt+1 raise, Alt+2 lower, Alt+3 smooth, Alt+4 flatten. Circle or square brush with adjustable radius and strength.
- Height tools Raise, Lower, Smooth, Flatten, Plateau, Terrace, Erosion, Ramp, and a local noise brush. Marker polygon mode can limit brush edits to a marked region.
- Perlin noise terrain Procedural height with seed, amplitude, frequency, octaves, lacunarity, persistence, and base height for quick landforms.
- Texture painting Paint layers from the active texture set. Texture mix, source filters, Replace Entire Map, and palette slots 1–8 (Ctrl+LMB eyedrop, Shift+1–8 store).
- Water & attributes Place or remove water and set water height. Paint Block, Water, and BanPK attributes; eraser mode; stamp block under all trees or around a selected object.
Objects, trees, NPC spawns, and regen files.
- Asset browser Categories, text filter, grid/list view, thumbnails, and drag-drop placement for buildings, trees, effects, and dungeon blocks.
- Transform & clipboard Select, move, rotate, copy, paste, delete, snap to terrain or grid. Double-click opens the edit popup for objects or NPCs.
- Multi-select & scatter Box select (Alt+LMB), same-type map-wide select (Ctrl+Alt+LMB), batch delete/yaw/height, object eraser radius, and object scatter with density and spacing.
- Tree tools Tree Randomizer swaps trees from an SPT pool (all or selection). Map Tree Groups select, isolate, or delete every tree with the same SPT path.
- Server map & mob data Point the editor at your server map folder. Load NPC spawns from npc.txt; mob names and VNUM→model from mob_names, mob_proto, or npclist.
- NPC placement & regen Place NPCs by VNUM, edit direction/span/respawn/count/percent, regen editor (regen.txt, boss.txt, stone.txt, group.txt). 3D spawn markers in the viewport.
Sun, fog, .msenv, atlas export, undo, and diagnostics.
- Sun & time of day Sun path with fixed time, clock display, path reversal, and quick presets — similar to client Dynamic Sky behaviour.
- Lighting, fog & water Ambient/diffuse, fog, wind, sky and cloud colours, water colours, wave strength, and camera speed. Save changes to .msenv.
- Atlas & minimap Top-down atlas preview with accept/reject, export atlas.dds, atlas.sub, and minimap.dds per tile. Optional auto-atlas on save.
- Legacy shadowmaps Generate legacy shadowmaps for the current map (File → Generate Legacy Shadowmaps) for older client pipelines.
- Undo, redo & log Unified undo/redo for objects, NPCs, and terrain brush strokes (Ctrl+Z / Ctrl+Y). History in the Edit menu; log panel for save/load and diagnostics.
Textures+ / PBR plus source add-ons: Grass, Obj Scaling, Fireflies, PointLight (not in CORE).
- Textures+ / PBR preview Client PBR Normal and height maps with parallax (POM) and procedural specular in the viewport. Your game client must already support PBR in-game.
- Generate & regenerate maps Client PBR Options → Terrain → Textures+: auto-generate missing _n/_height maps from diffuse, regenerate per texture, BC4/BC5 export. Batch tool: generate_terrain_normals.py.
- Grass system Source Terrain grass masks, procedural placement, billboards, custom grass assets. Source install only — not in CORE. Included with Uranov-Core serverfiles.
- Obj Scaling Source Per-model scale in-game via editor_object_scale.txt. Source install only — not in CORE; must be purchased. Included with Uranov-Core serverfiles.
- Fireflies Source Firefly / particle environment effect for maps. Source install only — not in CORE; must be purchased. Included with Uranov-Core serverfiles.
- PointLight Source Point lights in the viewport. Source install only — not in CORE. Included with Uranov-Core serverfiles.
FBX import, UI languages, ImGUI on DX8/9/11+.
- FBX import Import FBX meshes into the editor workflow — not limited to classic OBJ/GR2 pipelines alone.
- 9 UI languages German, English, Hungarian, Romanian, Turkish, Polish, Spanish, Italian, and French in the editor UI (Options → Language).
- ImGUI · DX8 / DX9 / DX11+ Modern ImGUI interface. Licensed builds target DX8, DX9, and DX11+ Metin2 clients from one editor package.
Pricing
One-time payment. Your license is provided through Discord.
Keys on the Uranov-Service Discord — contact @uranov for license & support.
1 Key · No subscription · Support on Discord
Metin2 World Editor · DX8 / DX9 / DX11+ · Support on Uranov-Service Discord
1 User
- 1 Key
- WorldEditor & Support
- All core features included
Team Key
- 1 Key · 3 Users
- WorldEditor & Support
- All core features included
1 Week Key
- 1 Key · 1 User · 1 Week
- WorldEditor & Support
- All core features included
All features · 1 Key
- 1 Key
- OBJ Scaling, Billboard Grass + 3D Grass, Fireflies, PointLight
All features · Team Key
- 1 Key · 3 Users
- OBJ Scaling, Billboard Grass + 3D Grass, Fireflies, PointLight
Or one by one
- OBJ Scaling installation€50
- Billboard Grass installation + 3D Grass assets€100
- Fireflies€50
- PointLight system€80
You install the scripts yourselves. My install is €50 per hour.
Compare licenses
| Plan | Price | Key / users | Duration | Source add-ons |
|---|---|---|---|---|
| 1 User | €50 | 1 Key | one-time · permanent | — |
| Team Key | €120 | 1 Key · 3 Users | one-time · permanent | — |
| 1 Week Key | €10 | 1 Key · 1 User · 1 Week | 7 days | — |
| All features · 1 Key | €250 | 1 Key | one-time · permanent | Yes |
| All features · Team Key | €300 | 1 Key · 3 Users | one-time · permanent | Yes |
Full feature list · All features in licensed builds
What’s in CORE
Obj Scaling, Fireflies and Grass only work with a source install. They are sold separately and are not part of CORE.
Runs on DX8, DX9 and DX11+ after licensing — no extra setup. Does not include Grass, Obj Scaling or Fireflies.
Grass, Obj Scaling and Fireflies must be purchased and installed into your client source. Not included in CORE.
Already included with Uranov-Core serverfiles — no separate source purchase needed there.
Your client must already support PBR in-game. Separate from the source add-ons above.
You install the scripts yourselves. My install is €50 per hour.
Requirements
- Windows PC with a Metin2 client (DX8, DX9, or DX11+ matching your setup)
- Paid license: key issued on Discord after purchase
- HWID license key after purchase — no subscription
- Grass / Obj Scaling / Fireflies: not in CORE — source install required (included with Uranov-Core)
- Recommended: private test server to verify exported maps
Preview
What's new
- ImGUI interface for DX8, DX9, and DX11+ Metin2 clients
- DX11 viewport with terrain, water, objects, and NPC tools
- Textures+ / PBR preview workflow in the editor
- Grass, Obj Scaling & Fireflies as paid source add-ons (included in Uranov-Core)
- 9 UI languages in the editor (Options → Language)
FAQ
Team Key (€120): One-time — 1 key, up to 3 users.
1 Week Key (€10): 7 days — 1 key, 1 user.
All features · 1 Key (€250): OBJ Scaling, Billboard Grass + 3D Grass, Fireflies, PointLight.
All features · Team Key (€300): the same, with a team key.
You install the scripts yourselves. My install is €50 per hour.
Team Key: 1 key, up to 3 users.
1 Week Key: 1 key, 1 user, 7 days.
All features: €250 with 1 key, €300 with a team key. Keys are issued on Discord after purchase.