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    Author Topic: RuneScape Interface Editor/Emulator Release [Updated 9/26/10]  (Read 21523 times)

    0 Members and 1 Guest are viewing this topic.

    OfflineLin

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    This has been updated 6 times.
    Hey everyone. Here's an interface editor I've been working on. It loads everything from the cache, but doesn't pack, so it's up to you to pack it manually or cut the loading from the cache and make it load the generated file.

    Controls
    -Left click - Select/drag a control, or emulate the clicking action in emulator mode
    -Right click - Context menu (Delete/Duplicate)
    -Middle click - Show hovering interface triggered in emulator mode

    The emulator supports full config editing and displaying, along with certain mouse-interactions (Button clicking). Here's some screenshots and videos taken over the course of development (Thanks to Demetri for the GIFs).














    Made in C#, meaning you must have the .NET Framework 2.0+ to run (Or WINE). If you downloaded it before the date of this topic edit, or the update count has increased, download it again as there was something I forgot about or added.
    Download[/url][/U]

    Please let me know of any bugs you find. I am aware of the "UNKNOWN TYPE 8", and I have an idea of what it is, but it's not important. Oh, and after the release, I noticed the client doesn't ever load the offsetX/Y values, so it doesn't write them either. I'd highly recommend you don't use these.

    Update 8/4/10
    Fixed some bugs with adding things.

    Update 9/21/10
    Fixed the Model button.

    Update 9/26/10
    Fixed some stuff.
    Also fixed another bug on the second update.

    ~Lin
    « Last Edit: September 26, 2010, 10:34:06 PM by Lin »
    Quote
    <ry60003333> i was too busy waiting for this dollar i found on the floor to respawn
    Quote
    <Avail> so it's pretty cool to throw my penis around
    A tree falls out of the bird's nest.

    :palm:

    OfflineRuneAgent

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    Re: RuneScape Interface Editor (WIP)
    « Reply #1 on: March 01, 2010, 01:03:28 AM »
    great job!


    OfflineJaydenD12

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    Re: RuneScape Interface Editor (WIP)
    « Reply #2 on: March 01, 2010, 01:21:00 AM »
    great job!

    :O? Silab finally congratulated Lin? Never thought I'd see this day.

    Anyways good job Lin :D
    « Last Edit: March 01, 2010, 01:23:45 AM by JaydenD12 »
    20% cooler


    OfflineRuneAgent

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    Re: RuneScape Interface Editor (WIP)
    « Reply #3 on: March 01, 2010, 01:29:29 AM »
    its the first time lin has done something thats not a pile of silab

    OfflineOllie123

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    Re: RuneScape Interface Editor (WIP)
    « Reply #4 on: March 01, 2010, 01:38:12 AM »
    this is fudgeing l33t

    i assume you already have the model shit below:
    Code: [Select]
    VERTEX_DIRECTION_Chunk : Bytes; Number of verices in length.

    This chunk contains Vertex direction data, the data contained in each byte is a set Bit of Flags. Only the first 3 bits are used.
    Each Flag determines whether an addition is made to the x,y, or z axis when calculating the next vertex point.
    Example: The start point is always 0,0,0, so if the first vertex is at point 10,10,10 then the All the Flags will be set and the byte value = 7.

    ALWAYS Required.

    -----------------------------------------------------------------------

    TRIANGLE_TYPE_Chunk : Bytes; Number of triangles in length.

    This chunk contains Triangle type data, the data is an integer Flag, of value 1-4, used to control how Triangles vertex numbers are loaded.
    Type_1 = New Triangle. Load v1, v2 and v3.
    Type_2 = v2=v3, load v3, v1=v1
    Type_3 = v1=v3, load v3, v2=v2
    Type_4 = v1=v2, v2=v1, load v3

    NOTE: Type_4 is rare, Type_1 can be used to replace type 4 with only a small loss in compression.

    Type_4 can only exist in 2 instances,
    a) when a new triangle is loaded and the next triangle type is of type_4.
    b) when the normal of the next triangle is inverted.
    Otherwise the vast majority of triangles will be of type_2 and type_3

    ALWAYS Required.

    -----------------------------------------------------------------------
     
    TRIANGLE_PRIORITY_Chunk : Bytes; Number of triangles in length.

    This chunk contains integer values used to calculate which triangles are drawn first, The higher the value the later they are drawn.

    Used only when triangle priority is required.

    -----------------------------------------------------------------------

    TRIANGLE_SKIN_Chunk : Bytes; Number of triangles in length.

    This chunk contains integer values that are applied to triangles in order to display animation data. The value represents the group the triangle belongs to.

    Used only when animation is required.

    -----------------------------------------------------------------------

    TEXTURE_POINTER_Chunk : Bytes; Number of triangles in length.

    This chunk contains integer values that point to which texture mapping triangle is used to texture the model triangle.
    A Value of 0 represents NO texture mapping.

    Used only when texture mapping is required.
     
    -----------------------------------------------------------------------

    VERTEX_SKIN : Bytes; Number of vertices in length.

    This chumck contains integer values that describe which vertex skin group a vertex belongs to.

    Used only when animation is required.

    -----------------------------------------------------------------------

    TRIANGLE_ALPHA_Chunk : Bytes; Number of Triangles in length

    This chunk conatins integer values that are used to determine how transparent the model triangle is.

    Used only when transparency is required.

    -----------------------------------------------------------------------
    TRIANGLE_DATA_CHUNK : Bytes and/or Words; Length is Triangle_Data Length.

    This chunk contains signed bytes and words that are used to calculate which vertices are used to describe the triangle. The value has an offset of 64 to determine wether the value is stored as a byte or a word. A base value of 0 is used. The values are stored as offsets to the next vertex.
    Example: the model starts with a triangle that uses vertices 2,3,4.
    The offsets from the base value will be +2,+1,+1
    This will be stored as 66,65,65 (or in Hex 42,41,41)

    ALWAYS Required.

    -----------------------------------------------------------------------

    COLOR_DATA_Chunk : Words; Number of triangles in length.

    This chunk contains integer values that describe which color, from the 65,536 color lookuptable, is used for the model triangle.

    ALWAYS Required.

    -----------------------------------------------------------------------

    UV_MAP_TRIANGLES_Chunk : Word,Word,Word; Number of texture triangles in length.

    This chunk contains the positions of the UV(0,0), UV(0,1) and UV(1,0) information required to calculate the UV coordinates for textured model triangles. The 'texture triangle' represents the flat mapped texture which the model triangles are projected onto to produce the UV coordinates.

    Used only when texture mapping is required.

    -----------------------------------------------------------------------

    X_DATA_Chunk : Byte and/or Word; XdataLength in length

    This chunk contains signed bytes or words, used to calculate the X value for the vertex position. A base offset of 0 is used and the number stored is the offset from one vertex position to the next.
    An offset of 64 is also applied to the data to determine if the value is stored as a byte or a word.

    ALWAYS Required.

    -----------------------------------------------------------------------

    Y_DATA_Chunk : Byte and/or Word; YdataLength in length

    This chunk contains signed bytes or words, used to calculate the Y value for the vertex position. A base offset of 0 is used and the number stored is the offset from one vertex position to the next.
    An offset of 64 is also applied to the data to determine if the value is stored as a byte or a word.

    ALWAYS Required.

    -----------------------------------------------------------------------

    Z_DATA_Chunk : Byte and/or Word; ZdataLength in length

    This chunk contains signed bytes or words, used to calculate the Z value for the vertex position. A base offset of 0 is used and the number stored is the offset from one vertex position to the next.
    An offset of 64 is also applied to the data to determine if the value is stored as a byte or a word.

    ALWAYS Required.

    -----------------------------------------------------------------------

    FILE_FOOTER_Chunk : Bytes and Words; Length is 18 bytes.

    This chunk contains the data lengths and data flags used to store the file.

    Word - Number of vertices
    Word - Number of triangles
    Byte - Number of Texture triangles
    Byte - Use textures FLAG
    Byte - Use Triangle Priorities FLAG (FF for True)
    Byte - Use Transparency FLAG
    Byte - Use Triangle Skinning FLAG
    Byte - Use Vertex Skinning FLAG
    Word - X_DATA length
    Word - Y_DATA length
    Word - Z_DATA length
    Word - Triangle_Data length

    ALWAYS Required.
    « Last Edit: March 01, 2010, 01:58:21 AM by ollie123 »

    OfflineNewty

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    Re: RuneScape Interface Editor (WIP)
    « Reply #5 on: March 01, 2010, 07:39:50 AM »
    sweeeeet keep it up lin

    and lol @
    its the first time lin has done something thats not a pile of silab

    Offlinethe elve age

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    Re: RuneScape Interface Editor (WIP)
    « Reply #6 on: March 01, 2010, 03:27:03 PM »
    Damn, amazingnessly awesome.
    Quote
    "The secret to getting things done is to act" -Dante Alighieri

    Offlinebluurr

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    Re: RuneScape Interface Editor (WIP)
    « Reply #7 on: March 01, 2010, 03:52:25 PM »
    Should design it similar to the set up of mine.





    I could give you some help with the cache side if you need.
    When everything's coming your way, you're in the wrong lane

    2speced

    OfflineLin

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    Re: RuneScape Interface Editor (WIP)
    « Reply #8 on: March 01, 2010, 04:25:32 PM »
    I'll manage with my own layout, which will have to be more than that as I plan on supporting every 2D aspect. The only thing I'm limited on right now is extracting models, and I have no idea how scripts work, but I still have yet to look into them. Thanks for the help offer anyway.
    Quote
    <ry60003333> i was too busy waiting for this dollar i found on the floor to respawn
    Quote
    <Avail> so it's pretty cool to throw my penis around
    A tree falls out of the bird's nest.

    :palm:

    Offlinepyroshell

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    Re: RuneScape Interface Editor (WIP)
    « Reply #9 on: March 01, 2010, 04:37:15 PM »
    mrs silabsoft what is silab?
    If Jagex finds my server, how will they contact me?

    Offlinethe elve age

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    Re: RuneScape Interface Editor (WIP)
    « Reply #10 on: March 01, 2010, 07:43:29 PM »
    mrs silabsoft what is silab?

    Hahahaha. Its her use of name for her website and webclient.
    Quote
    "The secret to getting things done is to act" -Dante Alighieri

    OfflineCoonHunter

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    Re: RuneScape Interface Editor (WIP)
    « Reply #11 on: March 01, 2010, 08:36:16 PM »
    Just a little thought, a thing to edit the items .idx in the cache, instead of hard-coding in class8. I will say, good job, i have looked through galkon's client and cant quite figure out where to start, so i will say, for everyone who says its not too hard, yes, yes it can be unless you actually know where to look.
    I use the term 'Coon' in short for Raccoon, not a black person. IF I was insinuating on insulting a black person in such that I hunt them, there are MANY nicknames I can think of, but the simplest would be "AfricanHunter" or of the

    OfflineLin

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    Re: RuneScape Interface Editor (WIP)
    « Reply #12 on: March 02, 2010, 01:13:00 AM »
    I didn't spend much time on this today, as I took a nap, had a headache, and worked on another project, but I did do some things. I redid the UI to be workable with and made a tree list that shows the layers and what not. The text is not final, and neither are the expand/collapse icons, so ignore those.
    Quote
    <ry60003333> i was too busy waiting for this dollar i found on the floor to respawn
    Quote
    <Avail> so it's pretty cool to throw my penis around
    A tree falls out of the bird's nest.

    :palm:

    Offlinek4den

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    Re: RuneScape Interface Editor (WIP)
    « Reply #13 on: March 02, 2010, 05:52:15 AM »
    Gah.. if only people would document how they do this sort of stuff so people like me who would love to learn this would be able to =.=

    this stuff looks great Lin. i cant wait to see how this goes for you.
    Make this more user friendly then Peter's and it will be epic o.O
    Check out my tutorial on Modifying the minecraft client and server!
    http://www.moparcraft.net/smf/index.php/topic,502233.0.html

    OfflineLin

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    Re: RuneScape Interface Editor (WIP)
    « Reply #14 on: March 03, 2010, 01:15:21 AM »
    Alright. Viewing fullscreen interfaces, and some properties (Going to finish this tonight) is done. Here's a picture.
    Quote
    <ry60003333> i was too busy waiting for this dollar i found on the floor to respawn
    Quote
    <Avail> so it's pretty cool to throw my penis around
    A tree falls out of the bird's nest.

    :palm:

    OfflineMr Mopar

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    Re: RuneScape Interface Editor (WIP)
    « Reply #15 on: March 03, 2010, 10:20:41 AM »
    good job :D
    Ayy lmao

    OfflineMaximum ZxZ

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    Re: RuneScape Interface Editor (WIP)
    « Reply #16 on: March 03, 2010, 10:58:21 AM »
    Awesome ! ;)

    OfflineLin

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    Re: RuneScape Interface Editor (WIP)
    « Reply #17 on: March 03, 2010, 04:00:26 PM »
    Well, it's a big image, but selecting via tree list is done. It shows 3 images here. The first is the regular, showing the interface with no hover triggers. The second shows selecting a layer and showing all of its children. Finally, the third shows the regular selecting and still shows the parent.




    EDIT: I've added a full config simulator, which means config can be edited to "simulate" interfaces. Here's an example of me editing config ID 173.
    This works for all config properties, and soon to come is a config editor, so for example, you can see how the magic interface would look with 100 of each rune and level 50 magic. Before I add an editor, I hope to add a full simulator to this to make interface viewing as accurate as possible.
    « Last Edit: March 03, 2010, 06:49:03 PM by Lin »
    Quote
    <ry60003333> i was too busy waiting for this dollar i found on the floor to respawn
    Quote
    <Avail> so it's pretty cool to throw my penis around
    A tree falls out of the bird's nest.

    :palm:

    Offlinebadger41

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    Re: RuneScape Interface Editor (WIP)
    « Reply #18 on: March 03, 2010, 09:28:17 PM »
    damn lin, your progressing really well with this!

    cant wait to see what the finished product looks like! :)
    Tunak Tunak Tun

    OfflineLin

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    Re: RuneScape Interface Editor (WIP)
    « Reply #19 on: March 03, 2010, 11:45:05 PM »
    Okay. This update includes a video. It's showing off me changing config values to enable and disable things. It also shows me using scrollbars, activating and disabling prayers, and selecting some buttons - all emulated like in-game.
    /view.php?pic=293wq55&s=6


    EDIT:
    Hover emulating done (the part in gold):

    Checking, another type of buttons, along with another hovering example:
    « Last Edit: March 04, 2010, 02:48:01 AM by Lin »
    Quote
    <ry60003333> i was too busy waiting for this dollar i found on the floor to respawn
    Quote
    <Avail> so it's pretty cool to throw my penis around
    A tree falls out of the bird's nest.

    :palm:

     

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