Exports

Exports turn project assets, editor state, layers, modifiers, and collections into downloadable game-ready output.

On this page

What exports do

In the Web UI, Resources opens Exports by default at /resources/exports. Game exports and project backups share one compact card grid. Use Type to narrow to a game or Project backup, and Project, Status, and History for further filtering. Search and project filters carry to the Tasks and Assets tabs. Click a card for details; use its download icon when output is available. Export again remains in More actions for eligible completed or failed exports and respects available units. Archive and remove files asks for confirmation because the stored output is permanently removed while its history remains. Selecting export cards reveals bulk archive controls; backups have individual actions.

The Exports tab counter includes queued, running, and retrying game exports and project backups in the selected workspace. Click the number beside Resources for Active work, then View exports to open /resources/exports?status=in-progress with previous search and project filters cleared. Click an entry in Active work to open its details. In progress includes all three active statuses and can be removed above the cards or changed in Filters → Status. Counters are independent of list filters; zero is muted, and a dash means the count is not yet available.

An export is the final processing step for a project. It takes the current project state, source assets, editor layers, vector features, terrain edits, modifiers, target game, and relevant collections, then creates downloadable output files.

Exports are not the same as source data processing. Source processing prepares inputs for editing. Export processing packages the edited project into the format expected by the selected target.

When export is available

Export is available when the project is ready enough for the selected target. The project must have the source assets and editor state the target requires, and the selected export target must match the project game.

Farming Simulator 22 projects use FS22 export targets, and Farming Simulator 25 projects use FS25 export targets. Minecraft projects use Minecraft export targets and require choosing Java or Bedrock Edition in the export dialog. C&C Generals and C&C Generals: Zero Hour each use their own matching target and require imported DTM and vectors; neither target requires imagery.

Compare support by game

Open [Supported Games](/supported-games) to compare the features available for every game. Each game card shows a short feature summary; select a card to see every capability the current exporter supports in one grouped list. Automatic means the exporter can generate that result from the project or a built-in fallback. Manual means MapToPlay provides authoring controls for it. A feature marked both supports both workflows. Capabilities the game or exporter does not provide are omitted.

Automatic means MapToPlay can generate the feature during export. Manual means MapToPlay provides tools to author it before export. When both indicators are active, both workflows are available. Integration status and feature support are separate: status describes the maintenance stage of the complete integration, while the capability list describes what the game integration can produce.

Choose or review export dimensions

Open Export on the project page. Targets with selectable output sizes show every supported size card. A size that is incompatible with the current project is disabled and explains why; the previous and next controls skip disabled choices. Select a smaller available size when the requested output would be too large or would not fit the project.

For Farming Simulator 22 and Farming Simulator 25, the number is both the exported terrain side length in metres and its resolution in one-metre intervals. For example, 4,096 output creates a 4,096 m terrain from a 4,097 by 4,097 DEM. When the saved playable area has a different size, MapToPlay resamples the terrain and aligns masks, roads, water, objects, boundaries, and other map content to that one-metre output grid. MapToPlay also checks the playable area in relation to the overall project area, so the highest choices can be unavailable when the required full-region processing would be too large.

Minecraft size is the maximum output edge in blocks and the selected project area is scaled to fit it. SnowRunner size is a physical square that must fit the playable area and its native terrain-block grid. RoadCraft size is a physical square that must fit the playable area and have a native Mod Editor template; its wider project region supplies optional background terrain. Project Zomboid derives its fixed 300 m cells from the complete project area. C&C Generals and Zero Hour both derive independent width and height from the saved playable area, round each axis to its nearest 3.048 m cell, and add a 70-cell border on every side. Terrain Mesh export chooses its scene size automatically.

Changing or deriving export dimensions never edits the saved project bounds or Editor content. For Farming Simulator, the choice changes the exported terrain side length. For Generals and Zero Hour, the dialog reports the rectangular game grid derived from the saved playable area.

Export processing

Exports run as background jobs. A queued export waits for processing capacity, a running export is being generated, a retrying export is being attempted again after an error, and a completed export exposes download links on the export detail page.

The export worker can read layer metadata such as mapping collection IDs, vector bounds, terrain source information, modifiers, and collection data. This is how editor choices become game-specific output instead of a generic archive.

On the Exports page, search by ID, project, or export type; filter with Active only or Archived only and All statuses or one status. Use Select map exports with Archive selected for bulk cleanup, Refresh to reload, Export again to open a fresh configuration from an existing job, and Archive to hide a finished row from the active view.

Open an export card in the Web UI for Overview, Activity, and Technical tabs beside the title. Overview shows the output with game-specific units and timing; Download is the primary action when a file is available. Activity contains timestamps, paged logs and full errors. Technical retains usage, terrain grids and elevation ranges when supplied by the target. Active details refresh every 15 seconds while visible and when returning to the page. Refresh keeps the current view, and failed actions remain visible until dismissed or retried. Export again and Archive and remove files are in More actions; queueing rechecks available units, and successful retries open the new attempt. Archived or purged files cannot be downloaded. Project backup details use the same tabs and preserve backup downloads and archive warnings. Export again never rewrites the existing export record.

Active game exports show stages suited to that game. Progress tracks completed stages rather than estimated time remaining, so a long generation stage can keep the same percentage. Activity logs include elapsed time and memory measurements for major operations, with periodic updates during long operations. A failed operation is reported as a failure rather than a completed stage.

Downloads and retention

Completed exports are saved against the project so you can open the export detail page and download the artifact. Download links are generated when you open the detail page and may expire, so reopening the page can create a fresh link.

Saved exports are limited by team tier, and starting an export uses the same rolling Task Unit capacity as processing tasks. The tier’s Unit capacity and replenish interval are shown separately in Usage & Limits. When the team is over its storage limit, the active tier policy may block a new export or allow it with a longer Unit return time. Older output files may also be purged after a retention period, so download important results when they are ready.

Export artifacts as assets

A completed export can expose its output artifact as an asset. That keeps exports connected to the same storage and download system used by source data assets.

If an export fails, open the export detail page to read the error message. The project state and source assets remain available, so you can fix the cause and queue another export when limits allow.

If the error says road textures are no longer available, open the Editor and reassign the affected roads or junctions to an available road collection, such as Default. Wait for saving to finish, then use Export again. A deleted collection can only be preserved if the project saved a copy before it was deleted.