[Tool] MapSmithEE 0.1.0 (early preview): build new areas from a 3D layout, rendered at BG's camera
ssad0
Member Posts: 14
Hi everyone,
I'd like to share MapSmithEE, a small Windows tool to make new areas for the Enhanced Edition games (BGEE, SoD, BG2EE, EET).
You lay out a map in 3D, seen through a camera with Baldur's Gate's exact angle and scale (with game-sized characters standing on it): place models (tents, barrels, furniture, wagons, ruins...), paint the ground, plant forests with a tree brush, set the arrival point, the exits and the walkable cells. Then Render area… renders it in Blender, day and night, and builds a playable area: ARE, TIS/PVRZ, WED (walls, so characters walk behind trees and tents), search, height and light maps. Copy the files into override and walk in it.


It has already made a real area: the new rest camp of SadoEE 1.0.3 was built with it (SadoEE v1.0.3).
A word of warning: this is a very early version. I made it in about one day, the example camp included, so it is rough around the edges. But it can evolve quickly, and I'm very open to feedback and suggestions.
It comes with models and textures from the community (Poly Haven, Sketchfab / Objaverse authors, Acifer's BG textures, the BG1 tree templates Gwendolyne shared), plus a few AI-generated items that are not always polished or sorted. Every author is credited. If you'd like to contribute models or textures, you're very welcome: an issue with a link and its licence is enough.
Big thanks to Bubb, whose "Infinity Areas" thread and its feature list inspired the project (MapSmithEE is a separate implementation), to the IESDP contributors, and to everyone whose work is in the library.
Licence: CC BY-NC-SA 4.0 (free, non-commercial, forks keep the same licence).
I'd like to share MapSmithEE, a small Windows tool to make new areas for the Enhanced Edition games (BGEE, SoD, BG2EE, EET).
You lay out a map in 3D, seen through a camera with Baldur's Gate's exact angle and scale (with game-sized characters standing on it): place models (tents, barrels, furniture, wagons, ruins...), paint the ground, plant forests with a tree brush, set the arrival point, the exits and the walkable cells. Then Render area… renders it in Blender, day and night, and builds a playable area: ARE, TIS/PVRZ, WED (walls, so characters walk behind trees and tents), search, height and light maps. Copy the files into override and walk in it.


It has already made a real area: the new rest camp of SadoEE 1.0.3 was built with it (SadoEE v1.0.3).
A word of warning: this is a very early version. I made it in about one day, the example camp included, so it is rough around the edges. But it can evolve quickly, and I'm very open to feedback and suggestions.
It comes with models and textures from the community (Poly Haven, Sketchfab / Objaverse authors, Acifer's BG textures, the BG1 tree templates Gwendolyne shared), plus a few AI-generated items that are not always polished or sorted. Every author is credited. If you'd like to contribute models or textures, you're very welcome: an issue with a link and its licence is enough.
- Download: https://github.com/sad0/MapSmithEE/releases/tag/v0.1.0
- Full tutorial: https://github.com/sad0/MapSmithEE/blob/main/docs/TUTORIAL.md
- Feedback: GitHub issues, Discussions, or Discord: https://discord.gg/3XzeQv7HeS
Big thanks to Bubb, whose "Infinity Areas" thread and its feature list inspired the project (MapSmithEE is a separate implementation), to the IESDP contributors, and to everyone whose work is in the library.
Licence: CC BY-NC-SA 4.0 (free, non-commercial, forks keep the same licence).
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