Export
Export
Export produces a resource you can start, not a text file you then have to work out how to package.
Open it from the toolbar.
Scope — what gets exported
| Scope | Exports |
|---|---|
| All | Every placed prop |
| Selected | Only the props you tick in the list |
| Layer | One layer |
| Area | Everything inside an X/Y rectangle. Snap from props fills the bounds from your current map |
Name
The export name becomes the resource folder name, so it is sanitised as you type: lowercased, spaces and hyphens to underscores, anything else stripped, cannot start with a digit, 48 characters maximum. Minimum two characters.
Formats
YMAP / XML — CodeWalker
A CodeWalker-compatible .ymap, plus everything needed to run it.
Saved on the server to aty_mapeditor/exports/<name>/:
<name>/
├── fxmanifest.lua this_is_a_map 'yes'
└── stream/
└── <name>.ymap
Downloaded in your browser: the .ymap on its own, for opening in CodeWalker.
Copy the folder into your resources, ensure <name>, and the map streams.
Entity guids are derived from the prop itself, so re-exporting the same map produces the same file instead of a diff full of new random numbers.
Model List
A plain text list of every model used, one per line. What you hand to whoever is preparing a stream folder — it answers "which models does this map need".
Lua Resource
A complete client-side resource that creates every prop at runtime.
<name>/
├── fxmanifest.lua
└── props.lua
Carries everything: peds, vehicles, vehicle customization, lights, scale, features, custom names. Use this when the map has to keep its non-static entities.
Blender Python
A script that recreates the layout in Blender — empties at each position with the right rotation and scale. For planning, previewing and screenshots outside the game.
JSON
The full-fidelity format. This is what the editor reads back, so it round-trips: model, custom name, layer, position, rotation, scale and the complete feature table.
Use JSON for backups, for moving a map between servers, and for anything you intend to re-import.
Where files go
Server-saved exports land in aty_mapeditor/exports/. Paths are sanitised server-side: no parent-directory traversal, no absolute paths, and only these extensions are written — ymap, xml, lua, json, py, txt. Limits are Config.Permission.MaxExportFiles (8) and MaxExportBytesPerFile (~5 MB).
Your browser also downloads the primary file, so you have a copy without touching the server filesystem.
Copy
Copy puts the generated output on your clipboard. For pasting into a script, a message or an editor without going near the server.
Choosing a format
| You want to | Use |
|---|---|
| Ship a streamed map resource | YMAP |
| Keep vehicles, peds and lights | Lua Resource |
| Back up or move a map | JSON |
| Tell someone which models to stream | Model List |
| Work on the layout outside the game | Blender Python |