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DME - Tibia Map Editor

dewral

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Hi guys,

With a lot of help from Claude Code and ChatGPT, I’ve made a new map editor built with C++17, Qt 6/QML and OpenGL.

It currently supports Tibia 7.60–10.98+ and custom client profiles.

Main features:

  • OTBM loading and saving
  • terrain, doodad, wall, item, creature and house tools
  • automatic borders and RME-compatible brushes
  • Brush Editor
  • selection, copy/paste and undo/redo
  • multi-floor editing
  • modern and Classic UI
  • OpenGL renderer designed for large maps
This is an early release, so expect some bugs — especially since the project was almost entirely vibe-coded.

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Classic UI :

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GitHub:
GitHub - dewral/DewralMapEditor: Map Editor For Tibia (https://github.com/dewral/DewralMapEditor)

Windows release:
Release DME First Release · dewral/DewralMapEditor (https://github.com/dewral/DewralMapEditor/releases/tag/DME)

Client files are not included. You need your own Tibia.dat, Tibia.spr and items.otb.

For transparency, parts of the binary-format I/O were adapted from Tibia ImGui Map Editor, while brush and tileset definitions use OTAcademy/RME-compatible material data. Full attribution is available in the repository.

Bug reports, feedback and contributions are welcome.
 
Each of those custom map editors in my experience required some troubleshooting, usually tools that are in classic RME are broken or even missing, none of those map editors was even close to classic RME in terms of practical use, and with each new custom project I start to admire the original editor. And recently I see more custom map editors than custom map showoffs.

After a moment I can already see it misses some crucial features like map import, browse field or even windows resizing.

Should I mention that it doesnt even render a map 🫥

Whats the point of using such editor? Thats a huge step back, just with nice UI.

I dont wanna hate, but why releasing such project when its on such an early stage?

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