RustEdit 1 Tools
This page is for RustEdit 1 users. It says how each RustEdit 1 tool works in RustEdit 2. For a short table, and for bringing your files over, see Coming from RustEdit 1.
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 1 | RustEdit 2 | |
|---|---|---|
| Points | Nodes, Linear or Bezier | Knots, Auto, Linear or Bezier, with tangent handles and three Bezier modes |
| How you edit | Path Tools panel | Select a spline object and turn on spline edit mode. Draw with the draw button. The spline widget shows the selected knots. |
| What the path is | Path Type | A component button in the Inspector (Path, Terrain or Prefab), then a Type for each spline in the Splines table |
| Types | Road, River, Rail, APC, cargo ship path | Road, River, Rail, Powerline, APC, Cargo Path, Cargo Stop, and with RustEdit Pro the terrain and prefab spline types |
| Split, reverse | Split At Node Index, Reverse Path | Split, Join, Reverse Flow and more in the spline widget |
One spline object 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, each road, river and rail has the same terrain modifiers as switches: Apply Height, Apply Splat, Apply Topology and Apply Topology Side. They work live: move a knot and the ground follows, turn a switch off and the change goes away. Bake writes the changes into the terrain and turns the switches off, like the one-time buttons did. The export puts the live changes into the map's terrain. See Roads and Rivers.
To shape the ground in other ways:
- Sculpt and paint it with the terrain tools.
- With RustEdit Pro, draw a terrain spline, such as a Road Bed, along it. 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 1 | RustEdit 2 |
|---|---|
| APC path with Create Interest Node | APC 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 ship | Cargo 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. Each copy you place on a map stays linked to the monument's file.
| RustEdit 1 custom prefab | RustEdit 2 monument | |
|---|---|---|
| File | .prefab with picture files, in CustomPrefabs | .asset, in the CustomMonuments folder |
| How you make it | Prefab Creator: an area with a Diameter and a Fade, and switches such as Save Terrain Heights for each terrain map | and Monument, or Convert to Monument on a selection. The monument opens in its own scene on top of your map. |
| Its terrain | Saved inside the area, faded by Fade | A square of terrain, faded by a blend map that you paint |
| Placed copies | Copies of its parts | Linked to the file. Every placed copy updates when you save the monument. |
| Its terrain on a map | Put on with the Prefab Modifiers buttons, such as Apply Height Mask | Put 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 map | Break Prefab | Unpack 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 Custom Monuments, Create and Edit Monuments and Placed 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 1 | RustEdit 2 |
|---|---|
| Raise / Lower, Flatten, Smooth, Bridge, Erode Height, Pinch Height, Ridge Erode, Sharpen Height, Slope Flatten, Smudge, Terrace Erosion, Twist Height, Hydraulic Erosion | The same tools under Sculpt. Some names changed, such as Flatten Slope and Smudge Height. See Height Tools. |
| Clone, Stamper | Clone and Stamper. See Clone and Stamper. |
| Paint Brush, Eraser, Blend Brush, Replace Brush, Conditional Paint Brush, Conditional Erase Brush, Multilayer Topology | Paint, Erase, Blend, Replace, Conditional Paint, Conditional Erase, Multi-Topology. See Paint Tools. |
| Custom topology layers in Map Tools | One 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 gave Rust's own height generator more options: noise settings for its shape, lakes, dunes, plains, hills and mountains. The Procedural Generation panel runs Rust's generator with the seed and the world settings, such as the biome and loot tier amounts. It has no noise settings for the height.
- To change the land itself, such as the island shape or the mountains, use the Rust generator graphs RustEdit Pro. They rebuild Rust's generator in the Terrain Graph, and you can change any part of them. See Rust Generator Graphs.
- 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 : 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.
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 . RustEdit 2 calls it an encryption key, and the scene and the exported map each have their own:
- You set the scene's key in the Save Scene dialog. It opens when you first save a map, and on Save As. The key encrypts the whole scene.
- You set the map's key in the Export Map dialog. It encrypts RustEdit's data in the exported map.
Encryption needs RustEdit Plus or higher. Opening an encrypted file needs no tier. The password of a RustEdit 1 map works as its key. See Map Encryption.