Export a Rust .map file (the main RustEdit export)
Crucible Heightmap can export your map as a Rust .map file: the same file format Rust and RustEdit use for a complete map. This is the main, recommended export (it is the default in the export panel), ahead of the older RAW heightmap route. The advantage over the World Creator splat import is that a .map opens directly in RustEdit in one step, with your terrain height and your painted ground textures (splats) already in place. There is no World Creator importer to run and no separate file set to line up: you open one file and your map is there.

Why a .map export?
Section titled “Why a .map export?”The World Creator route brings the same height and splats across, but you import a folder of files through RustEdit’s World Creator importer and then take care to protect your terrain during proc gen. The .map export is the shortcut:
| World Creator import | .map export | |
|---|---|---|
| Terrain height | Yes | Yes |
| Painted splats | Yes | Yes |
| How it opens in RustEdit | Through the World Creator importer | Open the file directly |
| Files to import | A folder of files | One .map file |
| Biomes and topology | Added in RustEdit | Added in RustEdit |
Both routes carry your height and splats. The .map export just gets them into RustEdit faster, in a single open.
How to export a .map
Section titled “How to export a .map”- Build your map: generate and sculpt the terrain, then paint your splats.
- Open the export panel. MAP File is checked by default.
- Export. Crucible writes a single
.mapfile into your output folder.
How to open it in RustEdit
Section titled “How to open it in RustEdit”In RustEdit, open the exported .map file directly. Your terrain and painted ground textures load together. From there you finish the map the usual way: add biomes and topology with RustEdit’s tools, then place monuments, roads and prefabs, and test it on a local server.
Which export should I use?
Section titled “Which export should I use?”- Want the fastest path into RustEdit, with height and splats in one file? Use the
.mapexport (the default MAP File). - Following an existing World Creator workflow? The World Creator import brings the same height and splats across a folder of files.
- Just need bare terrain for a manual RustEdit heightmap import? Export a plain 16-bit RAW and follow how to make a custom Rust map.