Map edit recipes
Specific, small edits to an existing map, on top of the general export/edit/repack workflow in Map editing. This covers what is currently supported: moving, rotating, scaling, duplicating and deleting something already in the map, and changing its properties.
Move, rotate or scale an actor
- Export the map and open it in the Godot editor (Map Studio's Export, then Edit in Godot; or
t3map.pyandgodot --editor, from Map editing). - Select the actor and move, rotate or scale it with Godot's own gizmos or the Inspector.
- Save the scene (Ctrl+S), or click Save T3 edits in the T3 Map dock: either writes the edits file.
Scale is uniform only: Thief has no DrawScale3D, so a non-uniform or mirrored scale is reported by the dock and not saved. Rotating past a pole (pitch ±90°) is handled for you: the plugin picks the rotator nearest to the original, so an actor you did not touch always round-trips exactly.
Change a property
The T3 Map dock, below the Inspector, lists the selected actor's class, archetype, mesh, and its own gamesys properties. You can edit:
- numbers (floats, ints, plain bytes);
- bools, as a check box;
- enum bytes, as a list of names;
- names and strings.
Structs, arrays, object references and bitfields show there but are read-only for now, and so is DrawScale (scale the node itself instead, as above).
The dock lists every actor you have changed so far; click one to jump back to it, or Revert to undo just that actor. Every edit also goes through Godot's own undo/redo.
Get the edit into the game
Save T3 edits writes <Level>.edits.json, holding only the actors you actually changed. Back in Map Studio:
- Repack writes a patched copy of the map (or, on the command line,
t3pack.py apply <Level>.edits.json). - Install puts it into the game, backing up the original the first time (
t3pack.py install <patched .gmp>). - Play the map. Restore original (
t3pack.py restore <Level>) puts the unmodified map back at any time.
Share the result
A patched copy of the game's own map is still the game's map: don't share it. A map you built yourself, for example with the official editor T3Ed, has none of that restriction and can go into a content pack's own files/Content/T3/Maps/ (see Replace game files with a content pack).
Watch out for
- New actors are copies. Duplicate an actor (Ctrl+D) to add one: the repacked map gets a new actor with the original's mesh and properties, and your placement. A node you add any other way (a new Node3D, a scene dragged in) has no T3 metadata and is not saved; the dock warns about it.
- Deleting takes an actor out of the level; the map's LevelInfo cannot be deleted.
- Exporting again keeps your edits. The edits file is the record of your work; an export applies it. If the scene you replace was saved in Godot, the old one is kept as
<Level>.tscn.bak. - This is experimental. It has been tested on synthetic maps, not confirmed on retail ones; keep a backup, and remember
Restore originalalways works as long as the map's install itself is intact. - An actor you did not move keeps its exported position exactly; only touched actors round-trip through rounding (0.01 units).
Reference
- Map editing: the full launcher and command-line workflow.
- Assets and formats: the map editor plugin's exact editing rules, and the export format underneath it.