Thread: OSRS Textures

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  1. #1 OSRS Textures 
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    I just wanted to confirm something about textures on OSRS dumped items.
    I am currently using a Ruse base source that has custom textured packed into it.

    Do I still need to add different readValues for OSRS items that has textures. Like the Infernal Cape/Infernal Max cape etc

    For example, the Infernal Cape texture is packed in the cache as 60.
    To test this, I can add this bit of code to a Firecape and it'll show the Lava texture.
    Code:
    itemDef.editedModelColor = new int[]{40};
    itemDef.newModelColor = new int[]{60};
    However the Infernal Cape still shows as a White Cape. If it's readValues, I should be able to figure it out myself. But just wanted to make sure I'm looking in the right direction.
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  2. #2  
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    Quote Originally Posted by Rng Rng Ownu View Post
    I just wanted to confirm something about textures on OSRS dumped items.
    I am currently using a Ruse base source that has custom textured packed into it.

    Do I still need to add different readValues for OSRS items that has textures. Like the Infernal Cape/Infernal Max cape etc

    For example, the Infernal Cape texture is packed in the cache as 60.
    To test this, I can add this bit of code to a Firecape and it'll show the Lava texture.
    Code:
    itemDef.editedModelColor = new int[]{40};
    itemDef.newModelColor = new int[]{60};
    However the Infernal Cape still shows as a White Cape. If it's readValues, I should be able to figure it out myself. But just wanted to make sure I'm looking in the right direction.
    you need to make changes to your model class to support osrs textures
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  4. #3  
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    Thank you.
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  5. #4  
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    OSRS read values also introduced textures opcode (41):
    Code:
    int len = stream.readUnsignedByte();
    short[] originalTexture = new short[len];
    short[] modifiedTexture = new short[len];
    for (int i = 0; i < len; i++) {
        originalTexture[i] = (short) stream.readUShort();
        modifiedTexture[i] = (short) stream.readUShort();
    }
    And yes, you also need to include model texturing in the Model class itself.
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  7. #5  
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    Yeah, I was thinking that if my source already had textures. And can apply it to models. Say for example, your typical Torva with texture on it. It would work with an Infernal Cape.
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