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ATY Scripts/Docs/Map Editor/Export

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.

The `` are calculated from the real model bounds of every prop — including scale, and widened by the largest LOD distance in the export. A ymap with zero extents does not stream anywhere, which is the usual reason a hand-made export "loads nothing".
A ymap describes static geometry only. **Peds and vehicles are dropped**, along with light sources. The modal tells you how many entities the format cannot represent before you export, rather than writing entries the game would reject.

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
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