这些说明目前只有英文。
What you are editing
RDR2 draws its map from grids of small single channel textures in minimap_tiles.rpf. Each pixel stores how far it is from the nearest line or shape, not a colour, and the game's map shader turns those distances into ink. There is one grid per kind of content:
minimap_sdf_discovered3_: roads, tracks, railways, coast and buildings (29 x 33 tiles of 256 px, 1.33 m per pixel).minimap_sdf_undiscovered3_: the relief lines and hatching shown in areas you have not discovered (same grid).minimap_sdf_text_: place names and the dashed state borders (8 x 10 tiles of 512 px).minimap_sdf_waterline_: rivers, lakes and the bayou, where the inside of a shape is water (8 x 8 tiles).minimap_sdf_discoveredlod3_andminimap_sdf_textlod3_: the roads and names the map uses zoomed out (5 x 5 tiles of 512 px).- Guarma has its own
minimap_guarma_sdf_grids of the same four kinds.
A tile is named row first: minimap_sdf_discovered3_17_15 is row 17, column 15.
Your own tiles, not ours
The page does not ship Rockstar's tiles. Export minimap_tiles.rpf from your own RDR2 install with OpenIV, CodeX or a similar tool, as loose .ytd files that are not Oodle compressed, and pick that folder under "Your stock tiles". You only need the tiles your edits touch; the download panel lists them. Until then the page draws your edits over fivemad's own map so you can place things.
How the edits are written
Every stroke, shape, label and picture is turned into the same kind of distance values the stock tiles hold. Those values were measured on the stock tiles themselves: the edge of a shape reads 60, the value climbs faster the further out it is (about 4 per metre next to a line and 7 per metre 25 m out), and it reaches 255 about 33 m away. Rebuilt from its own shapes, a stock roads tile comes back within 3.4 units on average out of 255. Your edits are merged into your stock tile by taking the smaller value, the way two stock roads next to each other combine. Erasing rebuilds the field from the ink that is left, so a road you cut ends cleanly at the brush.
Line widths come from the stock tiles too: a road's centre reads 50 like the darkest stock roads, a small road 55, a dirt track 59, and a relief line 27 like the stock contour lines.
The download
A RedM resource with fxmanifest.lua and one .ytd in stream/ for every tile that changed, named after the stock tile it replaces, with the stock texture's name, format and mip count copied from your file. A tile the game ships as a 4 x 4 stand in (nothing drawn there) is written at the full tile size. Your project file rides along so you can open it here again.
What is not checked yet
- Whether RedM takes a loose texture file written this way at all. The files follow the layout of the game's own dictionaries field by field and read back cleanly, and an unchanged stock tile comes out byte for byte identical, but nobody at fivemad has loaded one in game yet. The same open question covers every RDR2 texture the site writes; the Blip Replacer ships the five minute test for it.
- The preview uses the cut values of fivemad's own map pages. The game's map shader, which we have not decoded, colours the tiles a little differently.
- Where the zoomed out roads grid sits is taken from the zoomed out names grid, which has the same size; it was not checked against coordinates on its own.