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[Tool] MapSmithEE 0.1.0 (early preview): build new areas from a 3D layout, rendered at BG's camera

ssad0ssad0 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.

bg-view.jpg

free-view.jpg

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).

Comments

  • morpheus562morpheus562 Member Posts: 806
    Awesome work on this! What model are you using to build this one out?
  • ssad0ssad0 Member Posts: 14
    Thanks! The tool itself was written with Claude (Anthropic's AI, through Claude Code), with me steering it and testing everything in game. The few AI-generated props in the library come from Hunyuan3D (image to 3D); the rest are community models from Poly Haven and Sketchfab, all credited in CREDITS.md. The renders themselves are done in Blender.
  • morpheus562morpheus562 Member Posts: 806
    Was it Opus 5.5 or another model? I'm testing both Opus 5.5 and Astra 6 (GPT).
  • ssad0ssad0 Member Posts: 14
    Opus 5.5 yes
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