Old School Ops

MMO Worlds

Building a game world of your own in the open MMO World format, a folder of maps over your own models, and how saving works there.

Every game · updated 2026-10-04
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An MMO World is a folder you own, in an open format that no game engine is tied to. Build your world's maps in Studio over your own glTF, GLB, OBJ and FBX models, then write them into your own game's files with an exporter.

Starting a world

New world… on the start screen, or in the File menu, makes one. Choose an empty folder and Studio makes the world in it with one blank map and opens that map; choose a folder that already holds files and the world goes in a new New World folder inside it.

To open a world later, choose Open… and pick the folder holding world.json, or drop the folder onto the window.

What is in a world

  • world.json names the world and lists what your game has: the kinds of object a map holds and their fields, the settings every map carries, and the creatures, NPCs and items spawns and fields pick from.
  • Each map is a map.json in its own folder under maps.
  • Your models can go anywhere in the folder.

The MMO World format page describes every file.

Maps

On the Maps panel, type a name and choose New to add a map. It starts as a flat ground with nothing on it. Click a map to open it.

The Map tab of the inspector edits the map's name, its group in the map list, and the settings world.json defines. Set Terrain model to a model file in the map's folder and the map is drawn on it and snaps to it; with none, the map draws a flat ground of Ground size. To make terrain from a picture, see Terrain and walkable area.

Models

Put glTF, GLB, OBJ or FBX files anywhere in the world folder. The Place panel lists them for props and resource nodes, and a creature or NPC in world.json names the model it is drawn with, so a spawn shows your creature standing at it.

Saving

Save (Ctrl + S) writes the map's map.json straight into the world folder. There is no project and no Install step, and the top bar has no Install button. Fields Studio does not know are kept as they were written, so other tools can add their own.

Exporters marked to run on save run after every save. See Exporters.

The World tab

Where a game client's inspector has Server, a world has World: the world's name, unit and catalogue, and its exporters with a Run button for each.

Everything else is the same

Selecting, moving, the place tools, prefabs, the prop brush, layers, problems and undo work in a world exactly as they do on a game client. The Maps pages cover them.

Something here wrong?

Out of date, incomplete, or assuming something it should not. Documentation errors are bugs, and this one arrives tagged and pointed at this page.

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