NMP Viewer / Editor

microsword

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I am currently trying to restore the server-side logic [emulator] through the Onyx client so that it can work properly.
 

R0ck

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Yeah we are on wrap up, just wanted to give the WoOOL community somewhere to get some more oomph for WoOOL. My next release is Map Downloader/Patcher which will be run through a proxy to prevent hammering their services and to prevent the method being exposed. Thats pretty much ready.

I will open source that part and the docs from our decomps next week (I have an exam on Sunday I have not yet revised for). Then move away from WoOOL and onto the next thing.

We do have like stuff written in Python, Go, and C++ too so a lot of different flavours for people.
 

microsword

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This is a very good approach; we really need to prevent leaks, because people online are far too complicated~
 

network

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The depiction of seawater also appears inaccurate. It's unclear whether this is due to insufficient resources on my part.
 

NightDance

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CB9F09E324B5CD57096AF93E0C49296F.png E096E7A5CF7A27A24099022CAE8283EF.png CB9F09E324B5CD57096AF93E0C49296F.png
Client 2.9.10.31, the tools opened them well on Desktop , but having issue on Win11 laptop. Logs attached, thanks in advance.
 

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Tikky

Tikky
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Jun 30, 2011
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Gone missing
Latest files:
Contains multiple tools which work together like a suit.
Eg, map editor can ask content edittor to scope to a specific texture, content editor can tell map editor to load a map.

Guide:
This is empty now, but I will update this over time to fully document the features of these tools

Open the woool-download-patcher file (WDaP), click File->Config set the default ip / port to 130.195.245.4 45064 (this is a proxy of shandas actual asset sstreaming service), there may be an issue with it, I pushed a fixed to the github this morning, and hecto got merry last night so lets wait to him to recover to impliment the fix xD

Open a map in the map editor with missing textures, in the information panel click 'Fetch Textures', (WDaP needs to be open)
It will send a request over to WDaP, at the bottom left click 'Download Missing (x)' and wait for it to complete, once downloaded click 'Patch Downloaded', it should patch your WPF files and the map editor will hotreload the WPF files and show a map with no missing textures.
Untitled.png

However, in the first instance, it looks like you are not using the full client or you are using an old tool not capable of reading those TEX files.
 

Tikky

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@Tikky sorry please ignore this issue report, full 2.966 client is working fine. 2.9.10.31 is not full asset version.
Data Rezipped -> Data-Complete.zip
 

mir2pion

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full 2.966 client is working fine. 2.9.10.31 is not full asset version

I point the map editor to Data from 2.9.6.6 download (Data-Complete) as Path for all other Map sets which I have in other downloads since those other files sets (like the 2.9.10.32 download) don't have those SGL libraries and so far those maps I tried to open were OK

However I still don't know where those huge numbers of maps advertised in post titles are. Also wondering if the 2.9.10.32 files download might be meant to be merged with that first 2.9.6.6 file download. I didn't try to experiment with it mainly due to not having too much disk space to keep file duplicates in case the merger of the two downloads went wrong.

What I did was to enter Map Path to all the various map locations and some maps have flaws, obviously lacking libraries. Is the Data Path in Preferences tied to Map Path by its Name or it doesn't mater what Names you choose for those Paths links for Map or Data path, if you get what I mean. Maybe I should add Data Path to all these locations where the map folders are and regardless of the Names I use, the editor will look through all Data Paths for the libraries to use for the particular map from any of these map folders?

1774133550976.png

A tip for those who made several path entries like I did here and then a new editor version gets uploaded, you can just copy those path links in the settings.cfg and paste them into the config in the new editor issue.

I noted you switched off grid when maps open (y)

Fix needed :
When you click Selection to start making prefabs, the mouse cursor becomes active and if you happen to ride it over other menus (or are they buttons?), they get selected. If you happen to move it over the Blocked Editor button, it becomes active and maps gets the red overlay for no-walk areas. This red mask cannot be switched off short of closing and reopening the map. Escape won't cancel that mask.

You can't get things right when making new program. If it should also function besides map viewer as a map editor, then someone who is able to make fixes in the code needs to do a sizable map editing job himself to uncover what should be fixed. I suppose you got more important things to do on the editor than do fixes like this one. Besides I don't think pple are eager to edit maps or make new ones, there are plenty nice maps here.

As to fixes, there will be many of them, I know it from my work on Crystal map editor. I have also found it is much better if you uncover what needs to be fixed during your own session with the editor than to have pple ask for them, eventually.
 
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Tikky

Tikky
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Jun 30, 2011
213
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Gone missing
I point the map editor to Data from 2.9.6.6 download (Data-Complete) as Path for all other Map sets which I have in other downloads since those other files sets (like the 2.9.10.32 download) don't have those SGL libraries and so far those maps I tried to open were OK

However I still don't know where those huge numbers of maps advertised in post titles are. Also wondering if the 2.9.10.32 files download might be meant to be merged with that first 2.9.6.6 file download. I didn't try to experiment with it mainly due to not having too much disk space to keep file duplicates in case the merger of the two downloads went wrong.

What I did was to enter Map Path to all the various map locations and some maps have flaws, obviously lacking libraries. Is the Data Path in Preferences tied to Map Path by its Name or it doesn't mater what Names you choose for those Paths links for Map or Data path, if you get what I mean. Maybe I should add Data Path to all these locations where the map folders are and regardless of the Names I use, the editor will look through all Data Paths for the libraries to use for the particular map from any of these map folders?

View attachment 39249

A tip for those who made several path entries like I did here and then a new editor version gets uploaded, you can just copy those path links in the settings.cfg and paste them into the config in the new editor issue.

I noted you switched off grid when maps open (y)

Fix needed :
When you click Selection to start making prefabs, the mouse cursor becomes active and if you happen to ride it over other menus (or are they buttons?), they get selected. If you happen to move it over the Blocked Editor button, it becomes active and maps gets the red overlay for no-walk areas. This red mask cannot be switched off short of closing and reopening the map. Escape won't cancel that mask.

You can't get things right when making new program. If it should also function besides map viewer as a map editor, then someone who is able to make fixes in the code needs to do a sizable map editing job himself to uncover what should be fixed. I suppose you got more important things to do on the editor than do fixes like this one. Besides I don't think pple are eager to edit maps or make new ones, there are plenty nice maps here.

As to fixes, there will be many of them, I know it from my work on Crystal map editor. I have also found it is much better if you uncover what needs to be fixed during your own session with the editor than to have pple ask for them, eventually.
The pupose of the map editor isn't to make maps from the ground up, its to correct the silly mistakes that the developers leave in, like fire tiles being 1 block off, etc.
I only added the prefab stuff for a but of fun and don't plan on developing it further, nor do I plan on developing the tools further, I will instead just manage the github repo if others want to contribute as I know very little of WoOOL and in developing these tools relied heavily other others to point out how little i knew and what was actually going on with these files =/.
Also, alot of maps are in Data1.wpf->maps

I am going to be making a guide on how to use the tools, which may help in the understanding a little.
for 2.9.10.32, create a map path to the maps folder and the data folder as maps are in the WPF.
 
Last edited:

R0ck

Loyal Member
Loyal Member
May 19, 2020
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I point the map editor to Data from 2.9.6.6 download (Data-Complete) as Path for all other Map sets which I have in other downloads since those other files sets (like the 2.9.10.32 download) don't have those SGL libraries and so far those maps I tried to open were OK

However I still don't know where those huge numbers of maps advertised in post titles are. Also wondering if the 2.9.10.32 files download might be meant to be merged with that first 2.9.6.6 file download. I didn't try to experiment with it mainly due to not having too much disk space to keep file duplicates in case the merger of the two downloads went wrong.

What I did was to enter Map Path to all the various map locations and some maps have flaws, obviously lacking libraries. Is the Data Path in Preferences tied to Map Path by its Name or it doesn't mater what Names you choose for those Paths links for Map or Data path, if you get what I mean. Maybe I should add Data Path to all these locations where the map folders are and regardless of the Names I use, the editor will look through all Data Paths for the libraries to use for the particular map from any of these map folders?

View attachment 39249

A tip for those who made several path entries like I did here and then a new editor version gets uploaded, you can just copy those path links in the settings.cfg and paste them into the config in the new editor issue.

I noted you switched off grid when maps open (y)

Fix needed :
When you click Selection to start making prefabs, the mouse cursor becomes active and if you happen to ride it over other menus (or are they buttons?), they get selected. If you happen to move it over the Blocked Editor button, it becomes active and maps gets the red overlay for no-walk areas. This red mask cannot be switched off short of closing and reopening the map. Escape won't cancel that mask.

You can't get things right when making new program. If it should also function besides map viewer as a map editor, then someone who is able to make fixes in the code needs to do a sizable map editing job himself to uncover what should be fixed. I suppose you got more important things to do on the editor than do fixes like this one. Besides I don't think pple are eager to edit maps or make new ones, there are plenty nice maps here.

As to fixes, there will be many of them, I know it from my work on Crystal map editor. I have also found it is much better if you uncover what needs to be fixed during your own session with the editor than to have pple ask for them, eventually.
In 2.9.10.32 there is 741 maps in the Data1.wpf archive, and 163 maps in the (not archived) map folder. However I agree I put the wrong amount of maps, its 904 maps. Not sure where I got the extra 49... It was very late when I did the calculation. Corrected on the resource.

We have moved away from this stuff now... we are now making a Mir 1 server @Tikky doing the frontend engine, me doing the backend. So see our stuff as abandoned! Ciao!
 

mir2pion

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we are now making a Mir 1 server
Exciting news :D, thank you both and other collaborators for the big job you have done on the WoOOL project. Those Woool maps are amazing, finally I was able to look at them, hope to see them in game sometimes in the future.

There was this mention of porting them to Zircon which would also mean to Crystal mir. Is that realistic given the number of layers these maps have and other possible complications?
Also, those working on Woool files might not like to see them ported as it might take some wind from their sails if pple would have already played on those maps in Zircon?
 
Last edited:

R0ck

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May 19, 2020
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Exciting news :D, thank you both and other collaborators for the big job you have done on the WoOOL project. Those Woool maps are amazing, finally I was able to look at them, hope to see them in game sometimes in the future.
There was this mention of porting them to Zircon which would also mean to Crystal mir. Is that realistic given the number of layers these maps have and other possible complications?
Also, those working on Woool files might not like to see them ported as it might take some wind from their sails if pple would have already played on those maps in Zircon?
We are choosing to go from scratch on a modern stack... my day job is a backend software engineer so writing server architecture and making it is a bit more of a doddle. I am against any more ports to Zircon or Crystal because there is so many better ways of doing things.

We are speed running Mir 1, then it will Mir 2, then Mir 3 with native maps and texture. No more shitty slim dx, moving towards Vulcan/OpenGL. No more devexpress **** and framework bullshit. Our aim for everything is just 1 binary per thing, all statically compiled, no extra bullshit dependencies to download... just keep it clean, keep it mean. Ofc backend can be more complicated (using k8s, nosql, minio, and written in Go and lots newer fun stuff). Apologies for the small rant. We appreciate the effort people have put into Zircon and Crystal. But we want to offer a more modular alternative which is just easier to maintain and distribute.
 

NightDance

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Data Rezipped -> Data-Complete.zip
@Tikky Thanks for the direction for files. But I have one concern, why the newer 2.9.10.32 data size is much smaller than 2.9.6.6 Data file size,(18.31 GB vs 25.7GB)? Ideally 2.9.10.32 should have bigger data folder size.
 

Fusion

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Any1 help, im tryng to load maps but its stuck at 0%, i have a feeling my paths wrong.

Data- C:\Onyx WoooL\Data
Map - C:\Onyx WoooL\Map