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Coming from RustEdit 1

RustEdit 2 is a new app, not an update of RustEdit 1. It opens your RustEdit 1 maps, custom prefabs, palettes and loot and vending profiles. Many tools are where you expect them, but some work in a new way. This page matches each part of RustEdit 1 to RustEdit 2 and links to the page to read.

At a glance​

In RustEdit 1In RustEdit 2Read
Save writes the .mapSave writes a .scene. Save and Export writes the .map.Scenes and maps
Path Tools, with nodesSplines with knots and tangents, edited in spline edit modeEditing splines
Path buttons such as Apply Terrain ModifiersTerrain splines that change the terrain live RustEdit ProTerrain splines
Custom prefabs (Prefab Creator, .prefab)Custom monuments (.asset), linked to their fileMonuments
Prefab Modifiers buttons such as Apply Height MaskApply switches that work live, and BakeTerrain Modifier
Break PrefabUnpack and Unpack CompletelyLinked monuments
Prefab ListContent BrowserContent Browser
Scene HierarchyHierarchy, with groupsHierarchy
Terrain Tool and Terrain PainterTerrain Tools panel: Sculpt and PaintTerrain tools
Generate Custom TerrainTerrain Graph RustEdit ProTerrain Graph
Procedural SelectorProcedural Generation panelProcedural Generation
IO ToolsWires in the InspectorIO wiring
Loot Profile Manager, Vending Profile ManagerLoot Profile Editor, Vending Profile EditorLoot profiles
Building PlannerBuilding toolBuilding tool
Wire HelperWire Prefab panelWire Prefab
Map Tools, Prefab Tools, Import CopyPasteToolsMap Tools, ToolsPrefab Tools, Convert CopyPasteMap tools
First person modePlay mode RustEdit PlusPlay mode
Screenshot UploaderGallery uploads RustEdit PlusGallery
Tunnel EditorTunnel Editor RustEdit PlusTunnel Editor
Time / WeatherTime and WeatherTime and weather

Your files​

RustEdit 1 kept your work in the .map file itself. RustEdit 2 keeps it in a .scene file, and writes the .map only when you export. Keep the scene: it has things the map cannot hold, such as groups and linked monuments. See Scenes and maps.

RustEdit 1 fileIn RustEdit 2
A .mapOpens with FileOpen, with its IO, building blocks, NPC spawners, vehicles, paths, APC paths, ocean path and custom topology. Save it as a .scene. See RustEdit 1 maps.
A custom prefab: .prefab and its picture files, in CustomPrefabsCopy them into the Custom Monuments folder. They show as monuments. Edit and save one to turn it into an .asset. See Use RustEdit 1 custom prefabs.
A prefab brush palette: .palette, in PrefabPalettesOpens in the Prefab Brush. Its prefabs get the default weight and no height offset. See Prefab Brush.
Loot and vending profiles: .lprof in LootPresets, .vprof in VendingPresetsRustEdit 2 reads them. Copy them into the folders of the same names. See Loot profiles and Vending profiles.
Brushes in Brushes, stamps in CustomStamps (PNG pictures)Copy them into the folders of the same names, then restart RustEdit. See Brushes and Clone and Stamper.
Auto save copies, autosave_1.map and onAuto save copies are scenes: autosave_1.scene and on. See Auto save.

When you open a RustEdit 1 map:

  • Custom prefabs placed on it come back as loose prefabs, not as linked monuments.
  • The loot and vending profiles you picked for containers and vending machines do not come back. Copy the profile files, then pick the profiles again.
  • A map password works: type the password the map had in RustEdit 1.
warning

Your RustEdit 1 map and the new scene have the same name and folder at first. Save and Export then writes over the RustEdit 1 map. Keep a copy of it. See RustEdit 1 maps.

A new map can now be up to 8000 meters wide. RustEdit 1 allowed 1000 to 6000. A server needs the server extension for maps larger than 6000.

Paths are now splines​

In RustEdit 1, you picked a Path Type in Path Tools (Road, River, Rail, APC or the cargo ship path), clicked Create New Path, and added nodes with Ctrl+Mouse Left. Road, river and rail nodes were Linear or Bezier, with control nodes.

In RustEdit 2, every path is a spline:

RustEdit 1RustEdit 2
PointsNodes, Linear or BezierKnots, Auto, Linear or Bezier, with tangent handles and three Bezier modes
How you editPath Tools panelSelect a spline entity and turn on spline edit mode. Draw with the draw button. A spline widget shows the selected knots.
What the path isPath TypeThe spline entity's Spline Component, then a Type for each of its splines
TypesRoad, River, Rail, APC, cargo ship pathRoad, River, Rail, Powerline, APC, Cargo Path, Cargo Stop, and with RustEdit Pro the terrain and prefab spline types
Split, reverseSplit At Node Index, Reverse PathSplit, Join, Reverse Flow and more in the spline widget

One spline entity can hold many splines. Linked knots join them and move together, for example at a road junction. See Splines overview, Editing splines and Path types.

Terrain along a path​

RustEdit 1 changed the terrain along a path with one-time buttons: Apply Terrain Modifiers, Apply Splat Modifiers, Apply Topology Modifiers and Apply Side Topology Modifiers.

In RustEdit 2, a road, river or rail does not change the terrain. You have two ways to shape the ground under it:

  • Sculpt and paint it with the terrain tools.
  • With RustEdit Pro, draw a Road Bed terrain spline along it. A terrain spline changes the terrain live: move a knot and the ground follows, delete the spline and the change goes away. Its Apply switch turns the change on or off. The export puts the change into the map's terrain. See Terrain splines.

To place prefabs along a line, such as fences or lamps, use a Prefab Line RustEdit Pro. While its Live switch is on, it makes the prefabs again each time you change the spline. See Prefab splines.

APC and cargo ship paths​

RustEdit 1RustEdit 2
APC path with Create Interest NodeAPC spline with interest nodes, speeds on segments, a drive check, and Copy Shape From Road to follow a road. See APC paths.
One closed ocean path for the cargo shipCargo Path, plus Cargo Stop splines where the ship docks. RustEdit checks the route. See Cargo paths.

Custom prefabs are now monuments​

RustEdit 1 called a saved group of prefabs a custom prefab. RustEdit 2 calls it a monument, and works with it like a linked object.

RustEdit 1 custom prefabRustEdit 2 monument
File.prefab with picture files, in CustomPrefabs.asset, in the Custom Monuments folder
How you make itPrefab Creator: an area with a Diameter and a Fade, and switches such as Save Terrain Heights for each terrain mapFileNew and Monument, or Convert to Monument on a selection. The monument opens in its own scene on top of your map.
Its terrainSaved inside the area, faded by FadeA square of terrain, faded by a blend map that you paint
Placed copiesCopies of its partsLinked to the file. Every placed copy updates when you save the monument.
Its terrain on a mapPut on with the Prefab Modifiers buttons, such as Apply Height MaskPut on live, with an Apply switch for each map, and Bake to make it part of the map's terrain
To edit the parts on one mapBreak PrefabUnpack or Unpack Completely

A monument can also hold other monuments. The Procedural Generation panel can place it the way Rust places its own monuments. See Monuments, Create and edit monuments and Linked monuments.

The Terrain Modifier panel works the same way for Rust's own prefabs: its Apply switches change the terrain live. See Terrain Modifier.

Prefabs and the hierarchy​

  • The Content Browser replaces the Prefab List. It has Rust's prefabs, the spline shapes, your monuments and the RustHQ marketplace, with search, favorites and a 3D preview. See Content Browser.
  • The Hierarchy replaces the Scene Hierarchy. You can group objects under empty objects. Groups, names, lock and hide are saved in the scene. See Hierarchy.
  • The Prefab Brush, Sockets and the Building tool do the jobs of their RustEdit 1 tools.
  • IO wires, loot containers and vending machines are set in the Inspector, in the panel of each prefab. See IO wiring.

Terrain tools​

The Terrain Tools panel has both RustEdit 1 panels: Sculpt for the height and Paint for splat, biome, alpha and topology.

RustEdit 1RustEdit 2
Raise / Lower, Flatten, Smooth, Bridge, Erode Height, Pinch Height, Ridge Erode, Sharpen Height, Slope Flatten, Smudge, Terrace Erosion, Twist Height, Hydraulic ErosionThe same tools under Sculpt. Some names changed, such as Flatten Slope and Smudge Height. See Height tools.
Clone, StamperClone and Stamper. See Clone and Stamper.
Paint Brush, Eraser, Blend Brush, Replace Brush, Conditional Paint Brush, Conditional Erase Brush, Multilayer TopologyPaint, Erase, Blend, Replace, Conditional Paint, Conditional Erase, Multi-Topology. See Paint tools.
Custom topology layers in Map ToolsOne list of custom topology layers for every map, painted with the paint tools. See Custom topology layers.

RustEdit 2 also has:

  • Three sculpt tools that RustEdit 1 did not have: Noise, Contrast and Thermal Erosion.
  • Filters, such as height or slope masks, that limit where a tool works. See Filters.

Generators​

  • Procedural Selector ran Rust's map generation steps. The Procedural Generation panel does this too, in Rust's order, with each step's settings, presets and steps for your own monuments. See Procedural Generation.
  • Generate Custom Terrain made terrain from a fixed set of noise layers. With RustEdit Pro, the Terrain Graph builds terrain from nodes that you wire together, with a live preview. See Terrain Graph.
  • With RustEdit Pro, the Cliff Brush places Rust's cliff and rock sets along a line or over an area. See Cliff Brush.

Map tools and prefab tools​

The map tools are in ToolsMap Tools: Rotate Map, Resize Map, Terrain Resolution and Merge Map. RustEdit 1's map tools could not be undone. In RustEdit 2, Rotate Map and Merge Map are one undo step each. Resize Map and Terrain Resolution still cannot be undone. See Map tools.

ToolsPrefab Tools has Replace Prefab, Remove Duplicates, Generate Text and Convert CopyPaste. Convert CopyPaste turns a CopyPaste file into a monument. See Prefab tools.

Map password​

In RustEdit 1, you set a password in EditPassword. In RustEdit 2, the Map Password dialog opens when you first save a map, and on Save As and Save and Export. It locks the scene and RustEdit's data in the exported map. Setting a password needs RustEdit Plus. Opening a locked file needs no tier. See Map password.

The server extension​

RustEdit 1 maps used the RustEdit server extension, Oxide.Ext.RustEdit, on the server. It set up the IO wires and settings, spawned the NPCs and vehicles, filled loot containers from their profiles, and used the APC and ocean paths.

RustEdit 2 writes its own data into the map, in a new form. The RustEdit 1 version of the extension cannot read it. Put the RustEdit 2 version on your server. It is the same extension, updated: the same GitHub page and the same file name, Oxide.Ext.RustEdit.dll.

The RustEdit 2 version still runs maps that RustEdit 1 exported. You can update the extension before you move your maps to RustEdit 2.

The server needs it for game entities, loot and vending profiles, trigger settings, APC and cargo paths, custom data and custom topology, and for maps larger than 6000. See The RustEdit 2 server extension.

Free, Plus and Pro​

RustEdit 1 unlocked some features for Patreon supporters, such as first person mode, the screenshot uploader, map passwords and the Tunnel Editor. RustEdit 2 has no Patreon sign-in, and a RustEdit 1 Patreon membership does not unlock anything in RustEdit 2. Most of RustEdit 2 is free. The paid tiers, RustEdit Plus and RustEdit Pro, are subscriptions on RustHQ. You sign in with FileRustHQ Account.

FeatureTier in RustEdit 2
Map password, Tunnel Editor, Play mode, Gallery uploads, AI accessRustEdit Plus
Terrain Graph, Cliff Brush, Multiplayer, terrain splines, prefab splinesRustEdit Pro
Everything else, such as the terrain tools, roads, rivers, rails, power lines, APC and cargo paths, monuments, the Prefab Brush, IO, loot and vending profiles, and procedural generationFree

See Free, Plus and Pro.