Projects and layers
A project stores, in Orbiz, what the editor needs: the server’s maps, the monster and NPC XMLs, appearances.dat and the client assets. The project is the source of truth. Importing from the server and publishing are separate flows.
Creating a project
Section titled “Creating a project”On the Projects screen, New project asks for two local folders:
- Server folder. The editor looks for
config.lua,items.xmland everyworld/*.otbmfile (the main map, the maps inworld/custom/and theworld.otbmof other data folders). - Client folder, with the assets.
The Maps found list shows each OTBM with its origin (main, custom or other folder), size and a checkbox. Only the checked maps are validated, uploaded and turned into layers. The main map and the custom maps the server loads come checked. Those the server would not load (a name starting with #, for example) come unchecked with the reason; if you check them, they enter as a disabled layer.
Orbiz checks that the server’s appearances.dat matches the client’s, warns about missing XMLs and shows errors before creating. The upload goes straight to the project’s storage, only what changed, and can be resumed. Processing continues in the background; the project list shows “Importing” until it finishes.
Chrome and Edge remember the access to the folders. In Safari and Firefox, the browser asks for the folder again.
To update a project after the files changed on disk, open the project card’s menu and choose Update sources…. You can update the server, the client or both.
Layers
Section titled “Layers”Each map is a layer, like in Photoshop. The order is the one the server uses when loading the maps. The top layer replaces the whole tile of the layer below: the server does not merge items, and the editor shows the same result.
The Maps panel, in the left panel, lists the layers:
- The eye turns the layer on and off. Search, statistics, cleanup and the map-wide passes only work on the layers that are on.
- The badge with a number shows how many tiles you edited on that layer.
- The No layer row counts the new tiles, which do not belong to any layer yet.
- Color by origin tints the tiles according to the layer they come from. The main map stays uncolored.
- A layer the server loads but that you hid gets a warning when you publish: in the game it keeps covering the layers below.
In the inspector, the layer strip shows the tile’s owning layer and, when a lower layer is covered, what exists there. The View button lists that content, read-only.
Editing with layers
Section titled “Editing with layers”Editing a tile that already exists writes to its owning layer. A new tile stays without a layer until publishing, when the editor asks which layer to write it to (an existing one or a new one). See Publishing the map.
Importing another map
Section titled “Importing another map”Import map… brings in a whole OTBM as a new layer, at the end of the order (on top of the others). Give the file, the layer name and the offset in x, y and z (the floor stays between -15 and 15).
- The name becomes
custom/<name>.otbm. Orbiz refuses a repeated name, a name starting with#and the main map’s name. - The format and the items version have to match the main map.
- The file’s houses do not come along: the tiles lose the house id (the PZ mark stays). Teleport destinations are not shifted.
- The imported map goes out whole in the first publication that includes it.
Paste from file… pastes onto the map an area saved as OTBM in Remere’s or Nexa, in the project’s version.
Roles in a project
Section titled “Roles in a project”| Role | What it can do |
|---|---|
| Viewer | Opens and navigates. The editing tools are disabled |
| Commenter | Reads and comments, resolves comments |
| Editor | Edits and publishes |
| Owner | All of that, plus sharing, transferring ownership and deleting the project |
The owner invites by email, choosing the Viewer, Commenter or Editor role. See Collaboration.