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".
If i recall i tried to track down their data structure at first with imHex but gave up so fast
so yeah, told myself nothing special with them so why bother xD just create the rest of the goddamn heightmaps and skip those kido toys joymax created xD
Quote:
Originally Posted by gigola123
For EFP, it wasn't easy, tbh I inspired myself much from Effekseer () & Unreal Cascade and sure all DX9 documentation that you can find online !
took a quick look on it, i can imagine how much time you consumed to recreate your own implementation
fortunately i will do it directly inside of UE, just focusing right now on restoring the PBR materials i lost
sorry if i bothered with my questions, don't wanna ruin this awesome release with off topics you know, just wanted to talk to you long time ago on discord but you haven't respond, and now i can imagine why
If i recall i tried to track down their data structure at first with imHex but gave up so fast
so yeah, told myself nothing special with them so why bother xD just create the rest of the ******* heightmaps and skip those kido toys joymax created xD
took a quick look on it, i can imagine how much time you consumed to recreate your own implementation
fortunately i will do it directly inside of UE, just focusing right now on restoring the PBR materials i lost
sorry if i bothered with my questions, don't wanna ruin this awesome release with off topics you know, just wanted to talk to you long time ago on discord but you haven't respond, and now i can imagine why
so keep the awesome work buddy
sincerely
Thanks for your kind word and apologies if I didn't answer at a time on discord, got too much message there xD especially around 2020 with navmesh and exploit shared, received much death threat from turkish community, I still don't understand why..
For particle, tbh, with Effekseer, it was really simple, just needed to connect the dot with their DX implementation and voila ! They've a ThreeJS implementation so made the work really easy.
I'm working on a thread, in order to share with everyone all "secret" I've found in sro + all the knowledge I learned from the beginning, hope I've some time to release it asap ! But contact me at any time on discord, it's a pleasure to speak about jmx file system ect..
received much death threat from turkish community, I still don't understand why..
holly shit death threat! that's nasty and childish
Quote:
Originally Posted by gigola123
For particle, tbh, with Effekseer, it was really simple, just needed to connect the dot with their DX implementation and voila ! They've a ThreeJS implementation so made the work really easy.
i might give it a try in other projects
Quote:
Originally Posted by gigola123
I'm working on a thread, in order to share with everyone all "secret" I've found in sro + all the knowledge I learned from the beginning, hope I've some time to release it asap !
that will be twice the awesome it already is
oh hey btw, have you considered implementing PBR materials? old sro already supporting bump maps + isro-r supporting normal maps, they use them only for new avatars though.
regardless i didn't dig deep cause of you know, upgrading the entire engine was my plan from the beginning
but you might implement it into your paid version
Quote:
Originally Posted by gigola123
But contact me at any time on discord, it's a pleasure to speak about jmx file system ect..
the pleasure is mine mate ^^, i resend you friend request
Unfortunately the tool does not work anymore. The discord invitation does not work too. And you can only open a browser based version, that also does not work for me
Unfortunately the tool does not work anymore. The discord invitation does not work too. And you can only open a browser based version, that also does not work for me
Hi, it's really strange, it should work properly. There is a Cloudflare behind the API (the API is needed for the full NVM regeneration, since Tauri can't crunch all the calculations locally). So there is a small validation step on every API response where the client checks that the server's signed timestamp is fresh, by default the tolerance was set to 30 seconds. (Had this problem with chinesse guy who were using the tool).
If your Windows clock has drifted even slightly, the response timestamp looks "stale" to the client and you get V3006 even though everything else is fine.
I've bumped that tolerance to 120 seconds in this build, which should cover the realistic clock-drift cases. If you still hit V3006 after this update, your system clock is most likely more than 2 minutes off, just fix
I'm working on a fully offline version of this map tool, exact same release (not web version with all the extra stuff, just the same build but offline) but I'll move all the NVM regeneration and heavy calculations directly into the binary. The generation will be heavier, but the point is that if my server (or Cloudflare) ever goes down or if I stop maintaining the API one day, you'll still be able to use the tool forever, with zero external dependency.
It was a bad idea to use an API ect..
For discord, you can join directly from here: but web version should work, really strange, contact me if I can help.
So today I want to release this tool, been working on it for almost 5 years now, at first, released which was a more or less success hehe. Bugged but working ! 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 1
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 !
Gallery 2
Showcase
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 !
please help ! Rebuild Erros, Save Erros: Underfined ! Arabia map
[Request] DB Editor / Client Editor / PK2 Editor. 08/30/2013 - SRO Private Server - 3 Replies Would like to make some Updates on the Server and need some peoples to make em. - Add me on Skype : Saint.sinner8 ( will be rewarded )