NMP Viewer / Editor

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Tikky

Tikky
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Likely the editor won't be used for heavy map editing but if it should be, then some fine adjustments would be nice for smoother workflow. I don't know if I might be able to help with it, I only dabble with C# plus don't know if you plan to release the code (probably C++ ?)

But I only had a short look and don't know my way around it yet.
I am making too many breaking changes to write a functional how to at the moment, but almost everything I can add will be in this week, so will be able to write the how to then.

And yes, it’s wrote in C++ and I will release a GitHub repository for other people to gain access to the code and commit their own to it.
:)

Also, important, don’t use latest build, due to windows being a terrible operating system there is a major bug reading maps from wpf files… it’s a windows issue and I have patched it, but I’m also adding in a new WPF format decoder and a possible new TEX decoder (but that’s a problem for tomorrow)
 
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microsword

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Jun 22, 2025
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Back at it again, well done dude.

Quick question, does this support converting them over to zircon’s map format? If so this could be even more beneficial to the Onyx project.
let me join the onyx project ,i can do this.
 

Tikky

Tikky
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Likely the editor won't be used for heavy map editing but if it should be, then some fine adjustments would be nice for smoother workflow. I don't know if I might be able to help with it, I only dabble with C# plus don't know if you plan to release the code (probably C++ ?)

But I only had a short look and don't know my way around it yet so take my comments with a grain, nay, a load of salt LOL.

Maybe one thing you might want to change - maps open with grid overlay showing and if you uncheck it (in menu Overlays - Show Grid), the next map you open again has grid overlay. Grid should be showing only when you select it on purpose, not be default.

Also the minimap format, instead of saving in png, could it be jpg? Maybe add it as an option in the Minimap making panel for those who are not after using the images as minimaps but just as map image. Map 500x500 tiles is 67MB png vs 12MB as jpg and visually I don't see a quality difference.

I am amazed how smoothly maps load, all those options in minimap making panel etc., damn nice job :cool:

-----------------------------------------------

While making minimaps from some maps I found on my PC, I noticed that if some map elements (objects) overlap the map floor tiles area, they are cut off in the minimap. Not sure if you even might want to fix that, it probably might work ok when the image is used as it was meant to, as a minimap....

The gate top part sticks out past the map area, what is shown in the editor against black background is not imaged in the minimap as seen on the left.

View attachment 39107

Because of how minimaps work, adding that overdraw would cause issues with relative placement of minimap dots to show players / mobs etc.
Minimap should be a scale down version of the map, keeping the same.

really shouldnt be noticeable in game if its chopped off.
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let me join the onyx project ,i can do this.
This isn't an Onyx thread.

Also I believe you are faking your abilities to steal the Onyx source.

If you have a way to get latest assets, why not share to prove what you have / can share?
 

R0ck

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let me join the onyx project ,i can do this.
Why don't just publish what you have to help? Me and @Tikky in a weekend not part of Onyx have:
* Got a full client data published from 2024
* A map editor
* A content editor builder and viewer.

Coming soon. We may have a full set of remastered files. We have a client with data from 5 days ago. However the data is not fully showing as they have changed some encoding in places which we are solving.

This let me show off something and not release it doesn't make people want to have you help. It makes it look like you just want the source.

The only thing we aren't willing to release is our anything to anything converter as we think people need to move away from old server code. It would be nice to see something new in the space. Of course Onyx already have their way if doing so no disadvantage there.
 
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microsword

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Jun 22, 2025
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Because of how minimaps work, adding that overdraw would cause issues with relative placement of minimap dots to show players / mobs etc.
Minimap should be a scale down version of the map, keeping the same.

really shouldnt be noticeable in game if its chopped off.
Post automatically merged:


This isn't an Onyx thread.

Also I believe you are faking your abilities to steal the Onyx source.

If you have a way to get latest assets, why not share to prove what you have / can share?
Because of how minimaps work, adding that overdraw would cause issues with relative placement of minimap dots to show players / mobs etc.
Minimap should be a scale down version of the map, keeping the same.

really shouldnt be noticeable in game if its chopped off.
Post automatically merged:


This isn't an Onyx thread.

Also I believe you are faking your abilities to steal the Onyx source.

If you have a way to get latest assets, why not share to prove what you have / can share?
To be honest, it's such a small thing, it’s not worth stealing. I’ve posted about it before, so if you’re interested, you can check out my previous posts.
 

Vista

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Mar 10, 2020
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Your editor looks awesome. Nice to finally see someone using Dear ImGui with C++ for an editor. But the future is on its way, and C++ is not immortal. Give Rust and egui a try!
 

mir2pion

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Feb 21, 2013
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Because of how minimaps work, adding that overdraw would cause issues with relative placement of minimap dots

Maybe it could be done only for other size besides the minimap choice, just a thought, but not really important.

I wonder if you could make lasso like selection, when you click and drag and upon completing circle the inside of it is all selected.

I mainly post because I found you can undock the map panel as well as all other panels but I don't quite see the point the way it works if you can't move the panel out, like to a second monitor, that is, outside the program frame. That is one thing I always wished for in Crystal M2 Editor. Once you start editing maps past fixing some small glitches, you need all the space you can get for the map view. I have no idea if the program would allow such thing, to move floating panels freely about the display.

Otherwise I like the GUI, unlike DevExpress interface that I find confusing no matter how long I use it (Zircon and some newer mir3d servers).

1773717713506.png

1773719556421.png
 
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Tikky

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MapEditor MapEditor [v2026.03.17-RC-1] (Uploaded to first post)
  • Accessing NMP files in a WPF file while on windows should no longer crash the tool.
  • Added support for patcher WPF type
  • Added support new XET codec
  • Changed grid rendering to be more performant
  • Maps will now load textures, process, then upload to graphics card before displaying the map
  • Added support for coast masked rendering.
  • Expanded package index's to allow a greater number of textures to be read.
 

NightDance

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Jun 21, 2013
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Really appreciate your great work and sharing! @Tikky , but I found the latest 0316version will crash once reading v2 0.nmp, file attached. OS: Win10 21H2
1773802042032.png
@Tikky Thanks for the 0317RC1 release! But the 0.nmp still crashed with old SGL.
 
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NightDance

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Jun 21, 2013
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I Have uploaded RC2 to the main post:
The main change in that version was to test a TEX before loading it to make sure it is decoded correctly as we were having some issues too, which seem to have been resolved now.

Please try that, if it still crashes then I may need a copy of that client so I can debug.
@Tikky Thanks for swift update! O.o but the 0318RC2 version is worse for reading the old map than 0317RC1.
ClientLink you may check this client map if possible.
 

Tikky

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@Tikky Thanks for swift update! O.o but the 0318RC2 version is worse for reading the old map than 0317RC1.
ClientLink you may check this client map if possible.
We've done some more decomping to get TEX nad NMP right from latest game dat files, so next RC should be alot better, I will try your files to make sure it works before release,
 

network

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Feb 5, 2024
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I am making too many breaking changes to write a functional how to at the moment, but almost everything I can add will be in this week, so will be able to write the how to then.

And yes, it’s wrote in C++ and I will release a GitHub repository for other people to gain access to the code and commit their own to it.
:)

Also, important, don’t use latest build, due to windows being a terrible operating system there is a major bug reading maps from wpf files… it’s a windows issue and I have patched it, but I’m also adding in a new WPF format decoder and a possible new TEX decoder (but that’s a problem for tomorrow)
Great! Thank you for supporting the open source community. Let's work together to update and maintain it.
 

network

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Feb 5, 2024
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QQ20260320-203418.png The layer sequence in the remastered version's map rendering appears incorrect.
 

Tikky

Tikky
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it is, and I have done alot of trial and error to try ang figure it out.

I will be dropping the source code by weeks ends, so hopefully someone can look at it and do a PR in the git repo to resolve this
 
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microsword

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Jun 22, 2025
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This is indeed a bit difficult; the map rendering logic in the V12 version is somewhat different from that in the V10 version.This tool you've built is really excellent!
 

Tikky

Tikky
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This is indeed a bit difficult; the map rendering logic in the V12 version is somewhat different from that in the V10 version.
Yeah, there are supposed flags to change a front to a near ground draw pass, but I was done with this tool after first release xD so happy to hand off and just accept pull requests going forward xD