Sollumz
2.5
2.5
  • πŸ‘‹Welcome
  • πŸ“‹Features
  • πŸ“—Getting Started
    • πŸ“₯Installation
    • πŸ€Creating Your First Asset
  • πŸ”¨Support
    • ❔FAQ
    • πŸ’¬Getting Help
    • ⚠️Files not supported by Sollumz
  • πŸ“šTutorials
    • 🌐Creating Static Meshes
    • πŸ’₯Creating Static Collisions
    • 🏠Creating Interiors [TODO]
    • 🎸Creating Props
      • ⚫Setting Up Sollumz Shaders
      • 🌐Converting To Drawable
      • βšͺCreating the Archetype (.ytyp)
    • πŸš™Creating Vehicles
      • πŸ“‘Setting Up the Model and Materials
      • 🦴Positioning Bones
      • 🚦Vertex Groups, Hierarchy, and Armature
      • 🍒LOD Assignment
      • πŸ“€Exporting
    • πŸ”«Creating Weapons [TODO]
    • 🎬Basic Animation Editing [TODO]
    • πŸ‘•Basic Clothes Editing
  • πŸ“„Documentation
    • 🌐Drawables (.ydr)
      • Level of Detail (LODs) Editing
      • Rigging
    • πŸš™Fragments (.yft)
      • Bone Physics
      • Collision Physics
      • Prop Setup
      • Vehicle Setup
        • Import Settings
        • Vehicle Windows
        • Light IDs
        • Paint Colors
        • Wheels
        • Export Settings
      • Vehicle Shaders
    • πŸ—‚οΈDrawable Dictionary (.ydd)
    • πŸ’₯Collisions (.ybn)
    • 🎬Clip Dictionary (.ycd) [TODO]
    • πŸ“‡Archetype Definition (.ytyp)
      • Archetype Flags
      • Archetype Extensions
    • πŸ—ΊοΈMap Data (.ymap)
    • πŸ’‘Lighting (.ydr)
      • Light Flags
      • Flashiness Values
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On this page
  • Prerequisite Knowledge
  • What you will need
  • Creating A new YMAP in blender
  • Export Options

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  1. Documentation

Map Data (.ymap)

Map Data such as object locations, car generators, occlusions, and lod lights are stored in the .ymap file format.

PreviousArchetype ExtensionsNextLighting (.ydr)

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Prerequisite Knowledge

  • Basic Blender skills

  • Basic CodeWalker skills

What you will need

  • A Drawable positioned at the world location you want it to be at

Creating A new YMAP in blender

Open The 'N' Toolbar and navigate to Sollumz Tools -> Map Data

Then Click 'Create YMAP'

we can go ahead and rename our new ymap object, but ensure you rename it here as well.

Now, depending on what you will be using in this YMAP, we can return to the Map Data tab, and create the necessary groups.

with the ymap selected, click 'Entities'.

Next, parent your drawable positioned at the world position to the new 'Entities' object. (Shift + Drag)

Next, we can now export our YMAP. Select the YMAP object, and by either pressing V to open the Sollumz Pie Menu, or navigating to Sollumz Tools -> General -> 'Export CodeWalker XML', Export your YMAP Object.

Export Options

There is a handful of export options related to ymap in the export window, keep these in mind in case you are running into any issues.

Lastly, convert the .XML file back to the binary .YMAP by dragging the .XML into any RPF archive in CodeWalker RPF Explorer. It's Recommended you create a new RPF archive in your GTA 5 Root Directory.

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