Appearance
Level world workspace
Open a supported MSM2 .level to browse regions and zones together. Existing level membership and overlay tools remain available; this workspace adds spatial navigation and a route into zone editing.
Map and hierarchy
The left tree follows native region parents. Search matches region paths, types and member zones, while retaining matching ancestors. Tooltips retain full logical paths. The map uses X/Z streaming coordinates where available. Regions without native positions can acquire approximate locations from the combined bounds of loaded member zones. Nothing is placed by guessing coordinates from filenames.
Click a map point or tree region to synchronize selection. Frame level shows located regions; Frame selected shows useful surrounding context. Dashed and dotted circles show authored load and unload distance values as an overview, not a runtime streaming simulation.
The inspector explains the selected region's role. Secondary references are labeled Low-detail zones for open-world units and Shadow zones for overlays. Source labels indicate the selected stage override, local context or installed game data; Unavailable means that source could not currently be located. Refresh sources updates availability without replacing scene snapshots.
All zones lists the full registry. Right-click a zone to find its region uses or open it. A registered path without membership is distinguished from a region member.
Combined scene preview
- Load region loads its scene-zone references, prioritizing ground/art geometry.
- Load neighbors uses authored streaming positions to find nearby open-world units. It reserves an initial scene slot for each neighbor before adding further categories from the selected region.
- The overview loads at most eight zone snapshots, with a 128 MB combined native-file-size cap and the renderer's existing low-memory limits. The decoded Python objects and GPU assets have additional memory cost; the file-size cap is not a total RAM guarantee.
- Scene data reads run in the background. Rows report file/scene failures and mesh progress. Support data with an incompatible scene layout is identified explicitly.
- Visibility checkboxes control reference geometry. The active zone stays visible. Double-click a loaded row or use the active-zone selector to change the active zone. Clicking another zone's geometry also selects it as active.
- Right-click a row to unload that zone; Unload all releases the overview. Unload/reload to refresh a snapshot after changing its source file.
Edit active zone opens its ordinary zone document with other visible zones attached as read-only reference layers. An already-open zone retains its unsaved changes. Otherwise the current source is read again, rather than promoting an old preview snapshot into the editable document. The zone editor's References menu toggles or unloads neighboring geometry.
Reference scene objects receive separate preview IDs and mesh mappings. Reference data is not inserted into the active zone's native document, collision authoring or saved output. The usual zone editor remains responsible for its own save/undo behavior. Preview visibility does not alter game loading or game visibility.
Streaming controls
Streaming settings edits the selected existing open-world unit's center, tile radius, load distance and unload distance. These settings do not move scene geometry. Input validation rejects invalid positions and unload distances below load distance. Changes use the normal level undo/redo history.
Native control records may be shared. Editing one region appends an independent record and updates only that region's control index, preserving other users of the original record. Unknown level sections and existing zone identities remain preserved.
Loading and change review
The Loading panel decodes native embedded load-hint groups and lists their zone references and dynamic-enum asset/value hashes. Enum asset paths resolve when the current path index knows them. Unknown value names stay explicitly unresolved; this panel does not assume them to be false or rewrite them.
Existing simple mission-state, objective-state and objective-interval overlay authoring is retained. Complex native trigger expressions are not flattened for display. Replacing an overlay rule is an explicit edit to its trigger.
Review changes lists pending memberships, registrations, overlays and streaming edits, plus hierarchy issues and missing references in the selected/edited scope. It does not synchronously scan every source file in a city's registry. Level saves update references; zone files are saved separately in their editors.
Check the scene in the editor and test changes in game before sharing a stage.
Check the scene in the editor and test changes in game before sharing a stage.
