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RustEdit 1 Maps and Prefabs

RustEdit 2 opens maps and custom prefabs made with RustEdit 1. Opening them does not change the old files. Your work is saved in RustEdit 2's own files.

Open a RustEdit 1 map​

  1. Click FileOpen.
  2. Pick the RustEdit 1 .map file.
  3. If the map has a password, the Password Required dialog opens. Type the password the map had in RustEdit 1, and click Submit.

RustEdit reads the map's terrain and Rust prefabs, and the data RustEdit 1 kept in the map:

RustEdit 1 dataIn RustEdit 2
PrefabsPrefabs
IO connectionsWires between the IO entities. See IO wiring.
Building blocksBuilding blocks with their grade. See Building tool.
NPC spawnersScientist spawn prefabs with their NPC type and respawn times
Vehicle spawnsVehicle prefabs
Roads, rivers, rails and powerlinesSplines, with RustEdit 1's path points when the map has them. See Splines.
APC pathsAPC path splines with their interest nodes. See APC paths.
The ocean pathA cargo path spline. See Cargo paths.
Custom topology layersCustom topology maps with their names. New names are added to your list. See Custom topology layers.

Prefabs that Rust no longer has are left out.

Save it as a RustEdit 2 scene​

  1. Click FileSave. The Save Scene dialog opens in the map's folder, with the map's name.
  2. Click Save. RustEdit writes a .scene file.
  3. Work in the scene from now on. See Create, Open and Save.
warning

Do not use Save and Export on the scene until you have a copy of the old .map. The export writes a .map with the scene's name, so a scene with the map's name, in the same folder, replaces the RustEdit 1 map.

What changes​

  • The working file. RustEdit 2 keeps your work in a .scene file. The .map is only for Rust. See Save and Export.
  • The exported map. RustEdit 2 writes its own data into the map, not RustEdit 1's. Game entities, APC paths and the cargo path go into RustEdit 2's data.
  • The server extension. The RustEdit 1 server extension is not for RustEdit 2 maps. Put the RustEdit 2 server extension on your server. See The RustEdit 2 server extension.
  • The password. RustEdit keeps the password you typed. The next save locks the scene with it. Setting a password needs RustEdit Plus. Without it, RustEdit asks to save the scene without its password. See Map password.
  • Custom prefabs are monuments. RustEdit 2 calls them monuments. See Monuments.

Use RustEdit 1 custom prefabs​

RustEdit 1 custom prefabs are .prefab files. Each one has picture files next to it for its terrain, such as name.prefab.heights and name.prefab.splat0.

  1. Copy the .prefab files and their picture files into the Custom Monuments folder. By default it is the CustomMonuments folder in the RustEdit folder. You can set another one with Custom Monuments in FileSettings, under Paths. A new folder is used after a restart.
  2. If RustEdit is running, right-click an empty place in the Content Browser and click Refresh Monuments.
  3. The custom prefabs show in the Monuments folder of the Content Browser. Place them like any monument. See Content browser.

A CustomPrefabs folder in the RustEdit folder is moved into CustomMonuments the next time RustEdit starts. This does not happen when you set your own folder in Settings.

A placed custom prefab changes the terrain like it did in RustEdit 1: with its terrain pictures, its size, its fade and its splat, biome and topology masks.

Edit a custom prefab​

  1. Right-click the custom prefab in the Content Browser and click Edit Monument. It opens as a monument on top of your map. Its terrain is drawn from its picture files.
  2. Make your changes.
  3. Click FileSave. The Save Scene dialog opens in the .prefab's folder, with its name.
  4. Keep the name and the folder, and click Save. RustEdit writes an .asset monument file with the same name next to the .prefab.

From then on, RustEdit uses the .asset file. The .prefab no longer shows in the Content Browser, and the custom prefabs you placed from it use the new file. The .prefab file is not changed. See Create and edit monuments.

Troubleshooting​

ProblemWhat to do
The Password Required dialog opens againThe password is wrong. Type the password the map had in RustEdit 1. Cancel stops opening the map, and the map you had open stays.
A custom prefab does not show in the Content BrowserCheck that it is in the Custom Monuments folder, then click Refresh Monuments. If an .asset file with the same name is there, RustEdit shows that file instead.
"... could not be read as a RustEdit 1 custom prefab"The .prefab file is damaged, or it is not a RustEdit 1 custom prefab.
A part of a custom prefab is missing, with a warning that its position, rotation or scale "is not a number"The file saved that part with a broken place. RustEdit leaves it out. Place it again in the monument and save.