Posts by Foxnyu

A new update (0.9.3) is available now!

    Hello again! 👋


    We're releasing a new version of the Blueprint Viewer with an important addition: compatibility with the latest game update.

    What's new in 1.2.1 (since 1.1.13)

    • 🧱 Rising World 0.9.3 support: update 0.9.3 changed the internal blueprint format, and blueprints created with it could not be opened. They are now fully supported — they look exactly like they do in the game, including those with terrain and vegetation. Older blueprints keep working as always.
    • 🌿 New 0.9.3 content: the plants added by the update (hickory, palm trees, acacias, desert rocks…) and the new objects are shown with their original models and textures.

    Download 1.2.1: https://drive.google.com/file/…hPCwc5pg/view?usp=sharing


    See something odd? Tell us in this thread and, if you can, attach the affected blueprint (.blueprint files are small and contain no personal data) — that way we can reproduce it and fix it.


    Happy building! 🧱


    — Foxnyu & Juanma






    Hallo zusammen! 👋


    Wir haben eine neue Version des Blueprint-Betrachters für euch — mit einer wichtigen Neuerung: Kompatibilität mit dem neuesten Spiel-Update.

    Neu in 1.2.1 (seit 1.1.13)

    • 🧱 Rising-World-0.9.3-Unterstützung: Das Update 0.9.3 hat das interne Blueprint-Format geändert, und Blueprints, die damit erstellt wurden, ließen sich nicht öffnen. Sie werden jetzt vollständig unterstützt — sie sehen genau so aus wie im Spiel, auch die mit Gelände und Vegetation. Ältere Blueprints funktionieren weiterhin wie gewohnt.
    • 🌿 Neuer 0.9.3-Inhalt: Die Pflanzen aus dem Update (Hickory, Palmen, Akazien, Wüstensteine …) und die neuen Objekte werden mit ihren originalen Modellen und Texturen angezeigt.

    Download 1.2.1: https://drive.google.com/file/…hPCwc5pg/view?usp=sharing


    Ihr seht etwas Merkwürdiges? Sagt es uns in diesem Thread und hängt, wenn möglich, das betroffene Blueprint an (.blueprint-Dateien sind klein und enthalten keine persönlichen Daten) — so können wir es nachstellen und beheben.


    Viel Spaß beim Bauen! 🧱


    — Foxnyu & Juanma

    Hello again! 👋

    We're releasing a new version of the Blueprint Viewer with important new features:

    What's new in 1.1.13

    • 🪑 Objects: the viewer now includes the 3D models and textures of the game's objects (furniture, decoration, tools…). Your blueprints look exactly like they look in the game — building blocks and objects.
    • 👁️ Show menu: new toggles to show/hide objects and to show/hide blocks. Isolate the construction, see only the objects, or combine them however you like.
    • 🐛 Bug fixes: several glitches repaired (for example, animal fur textures now render correctly).

    About the size: including the object models and textures has grown the viewer from ~20 MB to ~90 MB. It's still a single HTML file, and modern browsers load it without breaking a sweat.

    Download: https://drive.google.com/file/…4Ak_y/view?usp=drive_link

    See something odd? Tell us in this thread and, if you can, attach the affected blueprint — that way we can reproduce it and fix it.

    Happy building! 🧱

    — Foxnyu & Juanma



    Ja, wirklich unglaublich, was ihr da hergestellt habt! :wow: Objekte darstellen ist nicht möglich? :thinking:

    Yes, it’s truly incredible what you’ve created there! Is it not possible to display objects?

    :?:Where do they come from, then, when I place a house with doors and lights? Only objects from old Java blueprints are no longer included.

    or am I misunderstanding something here? :):thinking:

    SonoBionda Thanks a lot for bringing this up — feedback like this is what helps us make the viewer better. ^^

    Ich habe es getestet. Sehr prima. Man kann die Bauwerke hervorragend untersuchen.:wow:

    Vielen Dank! Schön, dass der Viewer dir gefällt — viel Spaß beim Erkunden deiner Bauwerke!^^



    Nice, thx for sharing.

    It would be fantastic if we could even create NPCs as blueprints—for example, a large stable with horses inside—and then scale them, too.🙏

    Thanks a lot, glad you like it! ^^ Just a small note: blueprints only store placed elements (blocks, objects, constructions), so NPCs and animals can't be saved or scaled that way — that would be a game-side feature rather than something the viewer could display.



    wow...hab es gerade mal ausprobiert...super sache...danke :)

    Danke, Thaya2016! 🙌 Freut uns sehr, dass es dir gefällt – viel Spaß beim Erkunden deiner Blueprints!^^



    Foxnyu Amazing work. Thanks for sharing the viewer with us. :love:

    Thank you so much, Deirdre! ^^ Really glad you like it — hope the viewer comes in handy for your builds too.

    Interesting, i will check it out when im back home. Maybe this tool should be hosted somewhere so you can update it and everybody gets the new version without downloading every time.

    Thanks a lot!^^ We kept it as a single standalone HTML file on purpose, so it works offline and can be shared/opened anywhere without a server — but that's a good idea, we'll definitely consider hosting an always-up-to-date version as well.



    :?:Where do they come from, then, when I place a house with doors and lights? Only objects from old Java blueprints are no longer included.

    or am I misunderstanding something here? :):thinking:

    You're not misunderstanding anything — it was our mistake, sorry!X( We never used placeable objects (doors, lights…) in our test blueprints, so we wrongly concluded that objects weren't saved in blueprints. On top of that, we got mixed up with the old Java version. Thanks a lot for pointing this out :thumbup: — we'll re-test with objects included and post an update here as soon as we have results.^^



    wundervolle Arbeit :wow:

    Vielen Dank, room6675! 😊 Das freut uns sehr — viel Spaß beim Erkunden eurer Blueprints!

    Amazing work :)

    Thank you! ^^



    Ja, wirklich unglaublich, was ihr da hergestellt habt! :wow: Objekte darstellen ist nicht möglich? :thinking:

    Yes, it’s truly incredible what you’ve created there! Is it not possible to display objects?

    Thank you! ^^ It depends on red51, objects are not saved in blueprint yet.



    Interesting. Is there an option to export to blender, etc?

    Yes! You can export to OBJ / GLB / FBX formats. :D


    DOWNLOAD NEW VERSION 1.2.1 (Rising World 0.9.3): https://drive.google.com/file/…hPCwc5pg/view?usp=sharing



    Download OLD Versions:
    v1.1.13 https://drive.google.com/file/…4Ak_y/view?usp=drive_link

    v1.0.2 https://drive.google.com/file/…621CH/view?usp=drive_link


    Hi red51 and the JIW Games team,


    First of all, thank you for Rising World. We're a father and son slowly recreating the city of Memphis from Assassin's Creed Origins at real scale, and the game is perfect for it. ^^


    To preview our growing blueprint collection outside the game, we're building a small offline viewer (helped by an AI assistant, Hermes Agent with GLM 5.3): a single self-contained HTML file (Three.js, opens with a double-click, no server) that reads .blueprint files directly. So far we have reverse-engineered the container (LZ4 block compression) and the 105-byte construction records (position, quaternion, size, type, texture, surface offset/scale, thickness), and we extract the real construction meshes from models.bin so the shapes match the game. Our parser is verified field-by-field against an independent reference implementation.


    A few rendering details still don't match the game, and black-box analysis has taken us as far as it can. Any hint — even one line per question — would help enormously:


    1. **Rotation convention.** Are the quaternions stored exactly as Unity consumes them? Empirically, negating X and Y of the quaternion (equivalent to conjugating through a Z mirror) reproduces the game for rotated elements. Is that the intended interpretation, or is there an engine-side step we're missing?


    2. **Negative sizes.** Some elements carry negative size components (e.g. cones with size (-0.05, 0.15, -0.05)). We take negative scale to mean "mirror the mesh" — is that correct?


    3. **Surface editing.** For cylinders we know surface_scale.x is the top/bottom radius ratio. We also see surface scale on plain blocks: a 0.5×1.5×0.5 block with surface_scale (0.5, 1, 0.5) whose top face must shrink to 0.25×0.25 to meet a pyramid on top — the numbers match exactly. How do surface offset and surface scale combine for arbitrary construction types, and which face(s) do they act on?


    4. **Arcs and arc corners.** Arcs (types 15/16/17 in definitions.db) come out flipped in every blueprint we test. Their meshes have an origin offset from the bounding-box center (e.g. 0.318 in Z for the arc), and definitions.db lists pivotaxisflip = Z with pivotincluderotation = 1 for them. Does the game anchor these constructions at the mesh's original pivot rather than the bounding-box center? And does pivotaxisflip imply a mirror at render time?


    5. **Rotation snapping.** Some elements store quaternions a few degrees off axis-aligned, yet they appear perfectly axis-aligned in game. Does the game snap construction rotations to 90° multiples?


    6. **Format documentation.** Is there any official documentation of the .blueprint format you would be willing to share? The project is personal and non-commercial; the viewer stays strictly offline and we don't redistribute any game assets.


    Thank you very much for your time — and for making such a moddable, blueprint-friendly game.


    Best regards, ^^

    Juan & Juanma (with Hermes and GLM 5.3)

    It used to work like that for me, but now it spills, not that like a block in the world I work in, there is an area that is with static water, but whatever I put in again makes it look like water in real life.

    I have a suggestion to improve the game in the NPC section, put a route for example the soldiers and I think that for everyone in a town, so that they do not go at their own pace, which disappears or fall into the water and drown, also that they can sit on a bench or on the floor and put him to sleep have meetings as if they were talking.
    Include Hippos and Crocodiles that attack on land and in water.
    In the terrain section, set the color palette to have a greater range of shades, like the terrain blocks that can be changed to the color we want, this would be good to create another world that is not the earth.
    Some of these ideas are from when I played Minecraft.
    I hope this can be scheduled.

    Red in the previous version, in the F8 tool we could use a base texture and when it finished building it changed to the corresponding textures, in F8 it looked for the texture, clicked on it and left for the changes.
    With the F5 water blocks in previous versions, the water could be raised to the height you wanted, now it spills out leaving only one block, even if I set it to 8 blocks, if I have a pool at a height that is not above the ground it will falls.