[Release] Etherial Editor | Full Sro Map Editor

03/15/2026 17:46 theminkman#16
Probably one of the best releases I've seen in the Silkroad community for a long time
03/15/2026 18:01 lellekerd#17
Very nice work! This is easily one of the best/biggest releases this community has had in years
03/15/2026 18:10 aero_ass#18
Thank you Daxtersoul for your reverse engineering, thanks to you we can finally after years have a "proper" map tool.
03/17/2026 00:48 Media.#19
That's awesome.
Since there's an option to insert a height map from a png file, will it be possible to extract a height map as png file as well?
03/17/2026 21:36 ŧǿρĤ#20
Quote:
Originally Posted by gigola123 View Post
Hey everyone,

Hope you're doing well,

So today I want to release this tool, been working on it for almost 5 years now, at first, released [Only registered and activated users can see links. Click Here To Register...] which was a more or less success hehe. Bugged but working :D ! As far I know, much people used it :).

But with time, I wasn't really satisfied, I wanted to release a real tool for our community. First of all, I worked on PerryJ map editor, added inside it more bigger region handler, nvm inside the tool directly, more visualization (some guy in scene received from me this enchanced tool). But I had a limitation with the tool by itself (Perry did an awesome job!). I had all the logic (nvm rebuild, flood fill rebuild like jmx did ect..) but was limited with the version that I had. Then I decided to rebuild the tool with ThreeJS, .o2, .m, wasn't a big deal to put inside a web version. Then I rebuild the nvm like I did with SroMapToNavmeshData, everything worked like a charm, just some work on the region linking, bsr / cpd linked edge (Big thx to @DaxterSoul for all his documentation !).

Gallery

Early phase of the project, 2/3 years ago, and today I decided to finish it, enhanced the UI with AI and converting some calculation from JS to Rust and voila. Here we go.

I made my maximum to make the most easier UI / UX with less "dev option", what you see is what you got. Hope this tool can create a new era in Sro Scene ! Can't wait to see what you'll create !

I'll update this thread as soon I publish a new update.

I’ll also create a full documentation explaining how I achieved this result, including all the algorithms (such as how the NVM is rebuilt, etc.).

I’ll share the source code of this tool as well once I’m satisfied with the code quality. Right now some parts are still a bit messy xD especially like SroMapToNavmeshData src. Not my proudest code, haha.

At the moment you can:
- Add / Move / Delete object in a region
- Raise / Lower / Texture of the terrain
- Apply / Remove Water / Ice
- You can force block walk or force walkable terrain (in case there is a slop blocked tiles)
- Change environment
- Create / Delete / Clone region
- Create a minimap for your new region
- Enable RefRegion in your client / database
- Add / Enable / Disable music in certain region

There is still some work to do in this tool, everything will come, the idea at the end is to offer a full sro client editor. NPC Management, monster spawn management, ect... I'll write a roadmap asap.

I'm really happy and proud to be able to share with you this ! I've always wanted to contribute my part to the community, like ColdFever^NoEx, pushedx, florian, daxtersoul did, and I hope I managed to achieve that :D!

Gallery

Showcase

[Only registered and activated users can see links. Click Here To Register...]
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[Only registered and activated users can see links. Click Here To Register...]
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How to use ?

- Extract Media.pk2, Data.pk2, Particles.pk2, Map.pk2, Music.pk2
- Open your client folder
- If there is a message "Before any action, please press this button, it's important !" click on "Rebuild NVM"
- Copy all your "Data/navmesh" folder inside your "ServerFiles/Data/navmesh"

Don't hesitate to give me your return, your remarks ! We can improve it all together !

[Only registered and activated users can see links. Click Here To Register...]

[Only registered and activated users can see links. Click Here To Register...]
thankyouu , you really did a great and big job here <3
03/20/2026 02:51 prionmayze#21
Nice
03/21/2026 13:39 tugayozayasan#22
After making a change, I'm placing the nevmesh file into the serverfile, but I'm getting an error. When I revert the nevmesh to its original state, I can start the game.

[Only registered and activated users can see links. Click Here To Register...]
[Only registered and activated users can see links. Click Here To Register...]


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It works when I modify only the map/media/data.pk2 client without touching the server files or running data/nevmesh. When I run the server files (as shown in the video), it gives gameserver an error. Can you help?
03/23/2026 05:14 ahmed4ever2u#23
Great tools like this are the foundation, but the next frontier is visual fidelity. We’ve mastered the server-side and now the map-side; the final boss is the client's graphical ceiling. To stay relevant in 2026, we have to look at injecting modern DirectX wrappers or even externalizing the renderer. It’s time to move past upscaled textures and start talking about real-time lighting and high-poly geometry that matches the scale of the custom worlds we're building.
03/30/2026 23:43 Worshiper#24
Looks Very nice thanks for it < 3
04/01/2026 20:04 leo2111#25
did megamax like this post?:babyrage:
04/29/2026 20:23 T0o0P#26
Thanks for sharing amazing Release
05/09/2026 19:44 CrystalCoder#27
how free tool goes into paid tool ? surprise no hehe, while many peoples help there i dont really see points for peoples to offer thier idea into paid project of developer that actually plan to make it paid and free version its look trouble in my opinion, silkroad community never changed better developers then me actually say that before so its not new i have to say for those want to run and put thier idea or donate money for the project just think again also take it to your mind that for your own idea now you have to pay
05/09/2026 22:47 gigola123#28
Quote:
Originally Posted by CrystalCoder View Post
how free tool goes into paid tool ? surprise no hehe, while many peoples help there i dont really see points for peoples to offer thier idea into paid project of developer that actually plan to make it paid and free version its look trouble in my opinion, silkroad community never changed better developers then me actually say that before so its not new i have to say for those want to run and put thier idea or donate money for the project just think again also take it to your mind that for your own idea now you have to pay
I understand your point, and honestly it was a difficult decision for me too...

First of all, it's not a free tool that goes to paid model, the original tool which is "map editor" is free, you can still download it here (this thread), use it whenever you want without any subscription and edit your map.
After the initial release, it was my "one last dance" in sro, the community and map stuff, my final baby of +3 years of work. Been working on map for +10 years. And after the release, it was a big achievement for me and I felt like a weight had been lifted off my shoulders :D ! The final achievement.. Then people contacted me to continue to work on it, with some ideas, wasn't willing to make it subscription based but I feel like I'm putting a lot of time and energy into it. I’ve been providing this tool and my help for free. However, I reached a point where fixing bugs, and maintaining the software was taking up too much time. If you want to know, people who were using my tool, asking me to make it subscription based, someone who donated for the free tool on Ko-fi asked me to make it a paid version, on the condition that I keep working on the project and improve it as much as possible.

Sorry for the weird storyline xD but I got your point. True, I'm asking people to give idea, most of them got a free access to the tool now and will forever. And yeah, if my initial release is free, it should stay, I'll probably make the map editor free, and the rest subscription based maybe.. If you've some idea, opinion, I’d love to hear them ! But I don't make any difference in all the users, you pay or not, I help everyone ^^. I see the subscription based more as a motivation than a payment.

I've seen more advanced tool, real jmx tool, real sro source code, gs recompilation, bigger editor, almost complete client recompilation in the private area, no one released them. So I don't agree with you in that. I’ve always tried to help the community by sharing tools, research and that won’t change. But at the same time, I don’t think it’s wrong for a developer to ask support for years of continued work and maintenance.
05/10/2026 20:13 ZeonNETWORK#29
awesome
interesting that you actually had your own built-in particle rendering mechanism, didn't actually reach that point
would trying to do it in unreal engine but my SSD died before finishing upscaling textures but i may redo it since Leonardo still have the upscaled textures
just wondering if you skipped x0_y0 like i did or you got its weird data structure xD
05/10/2026 21:28 gigola123#30
Quote:
Originally Posted by ZeonNETWORK View Post
awesome
interesting that you actually had your own built-in particle rendering mechanism, didn't actually reach that point
would trying to do it in unreal engine but my SSD died before finishing upscaling textures but i may redo it since Leonardo still have the upscaled textures
just wondering if you skipped x0_y0 like i did or you got its weird data structure xD
Thank you ! Yeah x0 to x4 and y0 to y4 are really funny to see xD, I think it's an early beta work from JMX.
Something fun to do it to revert all the .nvm to .o2 / .m, had funny result also but nothing "hidden" or "secret".

For EFP, it wasn't easy, tbh I inspired myself much from Effekseer ([Only registered and activated users can see links. Click Here To Register...]) & Unreal Cascade and sure all DX9 documentation that you can find online !