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Problem with Terrain Texture Transitions (NVM File Export)

Discussion on Problem with Terrain Texture Transitions (NVM File Export) within the SRO Coding Corner forum part of the Silkroad Online category.

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Old   #1
 
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Unhappy Problem with Terrain Texture Transitions (NVM File Export)

Hi everyone,

I’m a software developer and I’ve been following Coding Corner for years — I really appreciate all the great code and insights you guys share. Whenever I have free time or get bored, I work on a personal C# project that exports everything from Silkroad Online’s game files into GLTF format, so I can import them into Blender, Unity, or any other engine.

So far, I’ve managed to export almost everything: characters, items, monsters, buildings — with full animations, bones, and skins. I even wrote a small Unity game to test that clothes, weapons, and bones attach correctly to the characters and animations. Everything works great, and the GLTF files are very small and easy to use.

Now I’ve started working on exporting the terrain. For that, I’m using the JMXVNVM_1000 code (big thanks for that!) to read the .nvm files for the terrain and textures. I also use .o2 files to place objects in the correct positions on the map.

I managed to export the whole Silkroad world into a single GLTF file — that part works fine. The issue I’m stuck on is the terrain textures:

Exporting the terrain geometry is fine.

Applying the textures technically works — I wrote logic to group triangles using the same texture, then assign that texture once, so the file stays small.

BUT: the problem is that the edges between different textures are way too sharp.

When I check in-game, the terrain textures blend smoothly into each other with nice soft transitions. But in my export, the borders between textures look harsh and blocky, like Minecraft blocks 😅 — which looks really bad.

I’ve watched some of YouTube videos and some people exporting textures results look way smoother than mine, so I’m hoping someone can point me in the right direction. I’ve attached screenshots and the relevant code below.

PS:

I’m using .nvm files for terrain and textures

.o2 files for objects

Exporting the Jangan area with objects works fine except for this texture transition problem.

Screenshots of my exported terrain:



Attached files:



Any advice or help on how to achieve smooth texture blending like in the original game would be really appreciated! 🙏

Thanks in advance for any suggestions or insights!
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Old 08/04/2025, 16:59   #2
 
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Hey man.
First let me finish my actual project which is quiet same for yours but with assets in blender, then i can help you out if you send me the source code, IF its open source.
Discord: szabo176

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Old 08/11/2025, 09:43   #3
 
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Contact me on discord for help. The textures of a map is not included to nvm, least not direct..
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Old 08/27/2025, 20:21   #4
 
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The problem is that the images have an ID. The images are placed based on their ID, so they appear like Minecraft. I have a Python script that makes the map exportable outside Blender. It appears to be 6,000 lines of code. The subject is more difficult than you think. It appears inside Blender like the game and can be exported to Unreal or any other engine in known formats such as: fpx/glp/gltp
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Old 08/29/2025, 13:43   #5
 
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Quote:
Originally Posted by momo1000momo View Post
The problem is that the images have an ID. The images are placed based on their ID, so they appear like Minecraft. I have a Python script that makes the map exportable outside Blender. It appears to be 6,000 lines of code. The subject is more difficult than you think. It appears inside Blender like the game and can be exported to Unreal or any other engine in known formats such as: fpx/glp/gltp
@ Did you have a chance to check the images I shared? I’m still trying to figure out what’s wrong with the textures. You mentioned that my code is working, but I’m not sure what I might be doing wrong—whether it’s when I get the IDs or when I apply the textures. Could you please clarify or give me some guidance instead of just saying “my code works”? That would really help.

I’ve already managed to export and decode everything from Silkroad except the textures. That’s the only part I can’t fix. I even wrote thousands of lines of code to export to GLTF with C#, including animations and bones—which was really tough—but the terrain textures are a different challenge. It’s not about writing more code, it’s that I don’t fully understand the logic behind handling them.

Could you explain how the terrain texture logic is supposed to work, or what step I might be missing?

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