[Release] SRO Archive Explorer - PK2 browser, 3D model/map/effect viewer, skill brows
Discussion on [Release] SRO Archive Explorer - PK2 browser, 3D model/map/effect viewer, skill brows within the SRO PServer Guides & Releases forum part of the SRO Private Server category.
[Release] SRO Archive Explorer - PK2, 3D model/map/effects viewer - and more
SRO Archive Explorer
Standalone Silkroad Online PK2 archive browser, viewer, and reverse-engineering tool
Description
Archive Explorer is a desktop inspection tool for Silkroad Online client archives. It opens PK2 archives directly, lets you browse and search the archive tree, previews many legacy Silkroad formats, and helps inspect original game data without relying on external PK2 command-line tools.
This is mainly built for asset research, tooling, and reverse-engineering workflows. It is useful for checking models, textures, particles, maps, dungeons, skill data, UI files, text tables, and archive contents before moving confirmed behavior into a runtime client or exporter.
Important note: This is still in active development so not every section is 100% perfect but most of it already works relatively well. If you're interested you can join hands and create bug reports or bring up fixing/improvement PRs in gitlab.
Repository
Current Features
Open and browse PK2 archives directly.
Search archive files and filter by asset type.
Extract files, folders, or full archives.
Add files/folders into an archive.
Create new PK2 archives from folders.
Save editable text/code files back into writable archives.
Preview text, code, tables, UTF-8, UTF-16, EUC-KR, GBK, Big5, and related encoded text.
Preview DDS and DDJ textures with alpha/background controls.
Preview image and audio files.
View BSR/BMS 3D models with resolved meshes, materials, textures, resources, and animations.
View CPD compound files with parts, resources, effects, attachments, transforms, and enhancement previews.
View EFP particle effects with 3D playback, emitter timelines, frame data, diagnostics, and JSON export.
View DOF dungeon scenes with blocks, objects, lights, starts, effects, and model visibility.
View map regions with terrain, water, object placement, resolved models, and world-area metadata.
Inspect BAN animation files and BSK skeleton files as structured data.
Inspect BMT materials and IFO-like structured data.
Browse classic Chinese and European skill trees with icons, levels, effects, animation rows, and linked resources.
Build viewable catalogs for characters, items, map objects, map regions, dungeons, particles, and interfaces.
Supported Preview Types
Textures: DDS, DDJ, PNG, JPG, BMP, GIF, WEBP
Audio: OGG, OGA, WAV
Models: BSR, BMS
Compounds: CPD
Particles: EFP
Maps: .m region files
Dungeons: DOF
UI: 2DT interface layouts
Animation/Skeleton: BAN, BSK
Materials/Data: BMT and documented Silkroad binary/text formats
Text tables/code: TXT, INI, CFG, DAT, shader/code-like text files
Install / Run
Code:
git clone https://gitlab.com/eltown/sro-archive-explorer.git
cd sro-archive-explorer
npm install
npm run smoke
npm run dev
Or just load it up at browser...
Code:
https://srtool.little.town
Notes
Default archive key is 169841.
This repository does not include official game archives or private game data.
The tool is intended for inspection/research. It is not a full game client.
The old native Vulkan helper has been removed; previews are handled inside the Electron app.
- Added a browser/Vite build that installs a browser-side Archive Explorer API, opens local PK2 files through the browser file picker, and keeps workspace UI state in `localStorage`.
- Added a read-only in-memory browser PK2 archive implementation so existing parser and preview code can run without Electron IPC or Node filesystem access.
- Added generic Docker packaging for the browser build with static nginx serving, `/healthz`, and no host-specific domain/proxy configuration.
- File browser filtered results can now be sorted by filename or file size, ascending or descending. Filename sorting uses the basename only, not the full archive path.
- Filtered file results no longer render archive sections with zero matches, and capped-result summaries no longer ask the user to narrow the search.
- Navmesh editing now shows terrain tile blocker edits as tile-sized overlays instead of repainting the whole owning nav cell.
- Navmesh terrain, object surfaces, object pass edges, blocked edges, and rail edges now use separated overlay lifts, render order, and opacity so the colors read more clearly.
- The Objects toggle now also hides object navmesh overlays and disables object-edge editing while object display is off.
- EasyFX preview tuning removed the fake plate fallback for missing `RenderMesh` geometry and added an adaptive particle viewport pixel budget for very wide previews.
- Dense EasyFX timelines now start collapsed and cap marker rendering; standalone particle preview avoids extra composite passes where they are not needed.
- EasyFX submit-pass tuning improved source-order rendering, static emit live counts, mesh depth-write behavior, and `ViewBillboard` update cost.
## 2026-06-28
- Added the world navmesh overview browser with lazy-loaded NVM thumbnails and direct region selection.
- Added visual NVM blocker editing with brush controls, hover feedback, mouse-wheel zoom, save/reset actions, and lower idle render cost.
- Added navmesh object model rendering, object visibility controls, object collision navmesh overlays, and object edge block/clear editing.
- Added tile-only NVM preview fallback for regions without resolved object assets.
- Improved EasyFX graph parsing and runtime parity around BlendDiffuseGraph fallback, random scale key timing, random-table sampling, graph command frames, and removal of generic spin assumptions.
## 2026-06-26
- Prepared Archive Explorer as a standalone Electron inspection tool with its own README, screenshots, install notes, and supported-view documentation.
- Removed the older native Vulkan preview helper from the tool package so Archive Explorer stays focused on TypeScript/Electron inspection workflows.
- Documented the available archive, model, texture, text, particle, dungeon, compound, skill, map, and navmesh preview paths.
## 2026-06-25
- Added the regex file-search toggle for filtering archive catalogs.
- Improved EasyFX timing parity against the reference viewer, including graph timing, lifetime modes, RNG, cascade spawn transforms, material states, frame steps, and emission grouping.
- Stabilized ambient particle effects such as waterfalls with duration-based static emit counts, wrapped static emit windows, steady mesh emit pools, and preserved spawn sequences.
- Refined raretype and linked-pipe rendering with corrected loop timing, static-pipe diffuse sampling, rotation matrices, and vertex ribbon sampling.
- Improved BSR/compound particle compositing with root-bone alignment, depth compositing fixes, model restoration in composites, and clearer composite labels.
## 2026-06-24
- Added per-particle texture-frame sampling and velocity-oriented `ViewVBillboard` beam handling for lightning and mesh particle effects.
- Improved EasyFX mesh/static emission with authored rotation velocity, pool lifetimes, accumulator scheduling, static emit intervals, and authored scale/spawn-volume units.
- Removed name-based EFP preview heuristics in favor of authored source data for fire wall, projectile, smoke, and BAN particle behavior.
- Added ambient compound particle rendering, double-sided billboard plates, softened alpha volumes, and camera-facing compound particle billboards.
- Added a first-pass EasyFX submit-route probe parser and optimized diffuse/material-layer updates for heavier particle previews.
## 2026-06-23
- Expanded EasyFX parity around submit routes, transform routing, texture-slide atlas routing, link-pipe texture routing, BAN position/rotation routing, combiner alpha, and blend factors.
- Added diagnostics and coverage reporting for EasyFX fallback targets, linked render paths, linked BAN frames, registry parity, and alpha/animation state.
- Improved compound equipment and enhancement previews with source-driven attachments, item root transforms, local bind handling, visual slots, attachment rotations, and soft alpha blending.
- Advanced skill and projectile previews with table-driven metadata, authored projectile distances, source-motion previews, stage roles, trajectories, cone velocity, spawn volumes, and orientation filters.
- Refined raretype rendering with link-pipe scale, UV normalization, smoothed paths, softened glow/ribbon compositing, render lifetime alignment, static BAN trails, and linked trail paths.
- Replaced several synthetic preview assumptions with source-authored behavior for static emit counts, position programs, static BAN path timing, sphere link bursts, linked shapes, and lightning motion trails.
## 2026-06-22
- Improved EFP parsing, structured diagnostics, and timeline UI for particle research.
- Applied EasyFX view modes inside the particle preview and rebuilt the EFP preview workspace/studio layout for clearer inspection.
- Added projectile root-motion simulation, skill metadata lookup, authored trajectory controls, and fixes for projectile trajectory preview.
- Smoothed trail preview timing and compacted emitter timelines for denser effects.
## 2026-06-13 to 2026-06-21
- Created the initial Archive Explorer workspace and wired the first renderer/import paths.
- Added early world and scene preview work, including world starts, terrain overlay noise fixes, backdrop mesh filtering, and sky-sphere cleanup.
- Added an early native Vulkan scene renderer experiment and a client archive extraction helper before the standalone Electron tool direction was finalized.
- Captured the first development checkpoints that led into the dedicated EFP, archive catalog, and scene-inspection work.
- Added a browser/Vite build that installs a browser-side Archive Explorer API, opens local PK2 files through the browser file picker, and keeps workspace UI state in `localStorage`.
- Added a read-only in-memory browser PK2 archive implementation so existing parser and preview code can run without Electron IPC or Node filesystem access.
- Added generic Docker packaging for the browser build with static nginx serving, `/healthz`, and no host-specific domain/proxy configuration.
- File browser filtered results can now be sorted by filename or file size, ascending or descending. Filename sorting uses the basename only, not the full archive path.
- Filtered file results no longer render archive sections with zero matches, and capped-result summaries no longer ask the user to narrow the search.
- Navmesh editing now shows terrain tile blocker edits as tile-sized overlays instead of repainting the whole owning nav cell.
- Navmesh terrain, object surfaces, object pass edges, blocked edges, and rail edges now use separated overlay lifts, render order, and opacity so the colors read more clearly.
- The Objects toggle now also hides object navmesh overlays and disables object-edge editing while object display is off.
- EasyFX preview tuning removed the fake plate fallback for missing `RenderMesh` geometry and added an adaptive particle viewport pixel budget for very wide previews.
- Dense EasyFX timelines now start collapsed and cap marker rendering; standalone particle preview avoids extra composite passes where they are not needed.
- EasyFX submit-pass tuning improved source-order rendering, static emit live counts, mesh depth-write behavior, and `ViewBillboard` update cost.
Having navmesh & map .m .o2 .t exporting as new regionid would be awesome especially for areas that are 4x4 or bigger, as exporting a 4x4 from an existing like 8x8 is quite hard.
Hi, I’m using your tool to view a model’s animation, and it looks fine. However, when I import it into the game, there’s an issue with part of the model during attacks. For example, the tail is supposed to rotate with the rear end, but it keeps getting stuck on the legs and gets pulled out of shape.
By the way,the bsr was originally of VSRO, but I extracted it and moved it to CSRO-R. Could there be a conflict between these two versions? Is there a simple way to fix this?
WIP: Shine Archive | Fiesta Archive 04/25/2026 - Fiesta Online - 8 Replies A while ago i started to collect and preserve official data on and off for all the different versions of the game.
https://shine.sacred-tribute.com/
The goal is to collect or digitalize original and unmodified data (i.e. Books, Videos, Screenshots, Wallpaper, Clients, ...) published by Aragon, OnsOn, Hi5, Outspark, Gamigo and every other publisher.
By now there are a lot of missing game clients and a lot of the folders in the Archive are WIP. There is also a lot of unsorted data...
Model viewer und model dateien finden und in cinema 4d importieren 09/20/2012 - Aion - 1 Replies Hallo
Ich würde gerne mir die Aion Models fuer ein anderes Game nehmen und diese in cinema 4d importieren.
Bisher habe ich die .pak datei entpackt und in der dort entstandenen zip datei viele dateien gefunden. Nach suchen bin ich zur erkenntnis gekommen das ie .cgf dateien die model sind (richtig?)
MNun weiss ich aber nicht wie ich mir diese anschauen kann und dann in cinema 4d importieren kann.
gibt es dafuer irgendein tool?
Paysafecard for Brows game 03/15/2012 - Browsergames Trading - 1 Replies Good day dear users.
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