Page 1 of 2 12 LastLast
Results 1 to 25 of 30

Thread: Priffdinas SPS Map

  1. #1
    Join Date
    Feb 2009
    Location
    Irvine, CA
    Posts
    2,873
    Mentioned
    8 Post(s)
    Quoted
    138 Post(s)

    Default Priffdinas SPS Map

    Does anyone have an SPS map of priffdinas?

    I want to make a thieving script, so I tried making an SPS map. It didn't turn out well. Does anyone have a better one?


  2. #2
    Join Date
    Mar 2013
    Location
    Argentina
    Posts
    758
    Mentioned
    27 Post(s)
    Quoted
    365 Post(s)

    Default

    Quote Originally Posted by TomTuff View Post
    Does anyone have an SPS map of priffdinas?

    I want to make a thieving script, so I tried making an SPS map. It didn't turn out well. Does anyone have a better one?
    you should really improve your SPS abillities m8!

    Have you tried enlarging the map to the biggest possible? that will reduce a lot the quantity of images you have to paste

  3. #3
    Join Date
    Dec 2011
    Posts
    2,147
    Mentioned
    221 Post(s)
    Quoted
    1068 Post(s)

  4. #4
    Join Date
    Dec 2011
    Location
    Hyrule
    Posts
    8,662
    Mentioned
    179 Post(s)
    Quoted
    1870 Post(s)

  5. #5
    Join Date
    Feb 2007
    Location
    Alberta, Canada
    Posts
    4,615
    Mentioned
    50 Post(s)
    Quoted
    429 Post(s)

    Default

    Quote Originally Posted by Clarity View Post
    It looks like each square is maximum minimap size. Didn't Brandon or someone have a program that spliced together minimap images perfectly via OGL?
    Brandon and @Frement both used to have one and from conversations with them, both have lost the source code. If anyone else had something like this it would make life so much better though.

    Scripts: Edgeville Chop & Bank, GE Merchanting Aid
    Tutorials: How to Dominate the Grand Exchange

    Quote Originally Posted by YoHoJo View Post
    I like hentai.

  6. #6
    Join Date
    Jun 2012
    Posts
    4,867
    Mentioned
    74 Post(s)
    Quoted
    1663 Post(s)

    Default

    Quote Originally Posted by 3Garrett3 View Post
    Brandon and @Frement both used to have one and from conversations with them, both have lost the source code. If anyone else had something like this it would make life so much better though.
    I used something that Brandon made awhile ago when I made a map for all of F2P, I'll see if I stil have it.

  7. #7
    Join Date
    Feb 2009
    Location
    Irvine, CA
    Posts
    2,873
    Mentioned
    8 Post(s)
    Quoted
    138 Post(s)

    Default

    Quote Originally Posted by Ashaman88 View Post
    I blame the blackness
    That may have something to do with it. However, a big part is that when the new minimap chunks are loaded, some of them just plain didn't line up at all. It seems like Jagex has implemented some variance into minimap rendering.

    Quote Originally Posted by 3Garrett3 View Post
    Brandon and @Frement both used to have one and from conversations with them, both have lost the source code. If anyone else had something like this it would make life so much better though.
    Agreed! Someone go back in time and find the code please!

  8. #8
    Join Date
    Mar 2013
    Location
    Argentina
    Posts
    758
    Mentioned
    27 Post(s)
    Quoted
    365 Post(s)

    Default

    Quote Originally Posted by TomTuff View Post
    ...
    i suppose since you are a SRL member you've done all of this but well, ill just say it anyways:

    1)have you tried relogging to make different screenshots of the same minimap? since it changes everytime you log in, you can take 3 or 4 of each part and see which merge better with which one.. hell of a work though! ...

    2)do you have SPSAnyangle := true; ? i've noticed that this , when you have a low quality SPS map or hard area, breaks sps sometimes, or at least that happens in my toads script. If you do, try using SPS.debug since in my case, it would find my positions but then when i used it on the script it failed finding my position accurately.

    3)Have you tried fiddling with the settings ? TOL, ACCURACCY and MIN MATCH PERCENT?

    4)Maybe try erasing dots and symbols?

    and yeah, blackness tends to screw up sps maps in my experience.

  9. #9
    Join Date
    Feb 2009
    Location
    Irvine, CA
    Posts
    2,873
    Mentioned
    8 Post(s)
    Quoted
    138 Post(s)

    Default

    Quote Originally Posted by undorak7 View Post
    i suppose since you are a SRL member you've done all of this but well, ill just say it anyways:

    1)have you tried relogging to make different screenshots of the same minimap? since it changes everytime you log in, you can take 3 or 4 of each part and see which merge better with which one.. hell of a work though! ...

    2)do you have SPSAnyangle := true; ? i've noticed that this , when you have a low quality SPS map or hard area, breaks sps sometimes, or at least that happens in my toads script. If you do, try using SPS.debug since in my case, it would find my positions but then when i used it on the script it failed finding my position accurately.

    3)Have you tried fiddling with the settings ? TOL, ACCURACCY and MIN MATCH PERCENT?

    4)Maybe try erasing dots and symbols?

    and yeah, blackness tends to screw up sps maps in my experience.
    I haven't bothered actually doing anything with sps itself, since the map is so bad. I didn't think about relogging several times to try and get good matches, it just seems like too much work.

    Anyways, I had another idea. Could I potentially have maybe 4 or 5 sps maps for my script and determine which one I'm in in some other way? Just a thought. sps.getplayerpos returns [-1, -1] if the function doesn't determine a position, so I could use that.

  10. #10
    Join Date
    Mar 2013
    Location
    Argentina
    Posts
    758
    Mentioned
    27 Post(s)
    Quoted
    365 Post(s)

    Default

    Quote Originally Posted by TomTuff View Post
    I haven't bothered actually doing anything with sps itself, since the map is so bad. I didn't think about relogging several times to try and get good matches, it just seems like too much work.

    Anyways, I had another idea. Could I potentially have maybe 4 or 5 sps maps for my script and determine which one I'm in in some other way? Just a thought. sps.getplayerpos returns [-1, -1] if the function doesn't determine a position, so I could use that.
    i suppose its possible.. if sps [-1, -1] then change map.

    you could look at incurable's lodestone unlocker (which has multiple sps maps)

  11. #11
    Join Date
    Mar 2007
    Posts
    5,125
    Mentioned
    275 Post(s)
    Quoted
    901 Post(s)

    Default

    If I get time tonight when I get home I'll see if I can get a working map for you

    Forum account issues? Please send me a PM

  12. #12
    Join Date
    Dec 2011
    Location
    Hyrule
    Posts
    8,662
    Mentioned
    179 Post(s)
    Quoted
    1870 Post(s)

    Default

    That map has color 0. It von't vork!! Unless someone makes a workaround... @Olly; ? It will get super confused by the 0. With the current state of SPS, you will need to make the map while in OGL mode (so it won't be color 0). And you will need to test it/run it while in OGL mode as well. Go ahead and test a map made in OGL mode. You will see that it debugs fine while you are in OGL mode, but if you switch graphics to DX with the same map, it won't work.

    I'm not sure if SPS is just ignoring color 0 or what, but @Brandon; helped me figure out that was the issue with my other script which had black in the MM

  13. #13
    Join Date
    Nov 2011
    Location
    England
    Posts
    3,072
    Mentioned
    296 Post(s)
    Quoted
    1094 Post(s)

    Default

    Quote Originally Posted by Ashaman88 View Post
    That map has color 0. It von't vork!! Unless someone makes a workaround... @Olly; ? It will get super confused by the 0. With the current state of SPS, you will need to make the map while in OGL mode (so it won't be color 0). And you will need to test it/run it while in OGL mode as well. Go ahead and test a map made in OGL mode. You will see that it debugs fine while you are in OGL mode, but if you switch graphics to DX with the same map, it won't work.

    I'm not sure if SPS is just ignoring color 0 or what, but @Brandon; helped me figure out that was the issue with my other script which had black in the MM
    That makes no sense, SPS does not (and have never) ignored any color. What's the color of black on both graphic modes, maybe we calc some super high tolerance between them?

  14. #14
    Join Date
    Dec 2011
    Location
    Hyrule
    Posts
    8,662
    Mentioned
    179 Post(s)
    Quoted
    1870 Post(s)

    Default

    Quote Originally Posted by Olly View Post
    That makes no sense, SPS does not (and have never) ignored any color. What's the color of black on both graphic modes, maybe we calc some super high tolerance between them?
    DX it's 0. On OGL I think it's a range, but usually never 0 (very rare cases it will be 0). You can go test out my gnome agility script. try debuging your position while upstairs in DX mode, won't work. Switch to OGL mode, works fine.

    Edit: @Brandon; showed me a pic debugging that color 0 came up as transparent or something crazy like that. Let me see if i can find, edit2:
    found out why it doesn't work in dx
    [6/13/2014 10:35:14 PM] Brandon T: http://i.imgur.com/0YYUkV1.png
    [6/13/2014 10:35:25 PM] Brandon T: that's what happens if you draw the directx map onto the client
    Last edited by Ashaman88; 11-12-2014 at 03:11 AM.

  15. #15
    Join Date
    Feb 2009
    Location
    Irvine, CA
    Posts
    2,873
    Mentioned
    8 Post(s)
    Quoted
    138 Post(s)

    Default

    Quote Originally Posted by Ashaman88 View Post
    DX it's 0. On OGL I think it's a range, but usually never 0 (very rare cases it will be 0). You can go test out my gnome agility script. try debuging your position while upstairs in DX mode, won't work. Switch to OGL mode, works fine.

    Edit: @Brandon; showed me a pic debugging that color 0 came up as transparent or something crazy like that. Let me see if i can find, edit2:
    That's a result of how Simba handles bitmaps. In TMufasaBitmaps, 0 is treated as transparency. SPS uses TMufasaBitmaps.

    Also, I just made another crack at the map right before reading what you guys said about not using DX. Could I just convert each pixel of color 0 to like color 1?
    Last edited by TomTuff; 11-12-2014 at 03:20 AM.

  16. #16
    Join Date
    Dec 2011
    Posts
    2,147
    Mentioned
    221 Post(s)
    Quoted
    1068 Post(s)

  17. #17
    Join Date
    Feb 2009
    Location
    Irvine, CA
    Posts
    2,873
    Mentioned
    8 Post(s)
    Quoted
    138 Post(s)

    Default


  18. #18
    Join Date
    Feb 2011
    Location
    The Future.
    Posts
    5,600
    Mentioned
    396 Post(s)
    Quoted
    1598 Post(s)

    Default

    Quote Originally Posted by Olly View Post
    That makes no sense, SPS does not (and have never) ignored any color. What's the color of black on both graphic modes, maybe we calc some super high tolerance between them?
    Makes perfect sense. SPS ignores black as it's the default transparent colour. For example, when we used to make 512x512 maps, we always set parts we wanted to ignore to black. Even the current fonts work like that.. All of TmufasaBitmaps are written with the alpha channel completely removed and black used instead.

    In OpenGL, black is 65535 and in Direct-X, it is either 0 or the alpha channel is 0 with the background being black instead.
    I am Ggzz..
    Hackintosher

  19. #19
    Join Date
    Nov 2011
    Location
    England
    Posts
    3,072
    Mentioned
    296 Post(s)
    Quoted
    1094 Post(s)

    Default

    Quote Originally Posted by Brandon View Post
    Makes perfect sense. SPS ignores black as it's the default transparent colour. For example, when we used to make 512x512 maps, we always set parts we wanted to ignore to black. Even the current fonts work like that.. All of TmufasaBitmaps are written with the alpha channel completely removed and black used instead.

    In OpenGL, black is 65535 and in Direct-X, it is either 0 or the alpha channel is 0 with the background being black instead.
    SPS is creating its matrices....

    Simba Code:
    begin
      C := bmp.fastGetPixel(x, y);
      ColorToRGB(C, R, G, B);

      Res[0] := Res[0] + R;
      Res[1] := Res[1] + G;
      Res[2] := Res[2] + B;
    end;

    If (x, y) is the "transparent color" it will return 0.. which is no different if the transparent color was 255.
    Try it, this whole bitmap is "transparent"

    Simba Code:
    var
      Bitmap: TMufasaBitmap;
    begin
      Bitmap.Init();
      Bitmap.SetSize(5, 5);
      Writeln(Bitmap.GetPixel(1, 1));
      Bitmap.Free();
    end;

    I will try SPS though.. since something is clearly wrong.

  20. #20
    Join Date
    Feb 2009
    Location
    Irvine, CA
    Posts
    2,873
    Mentioned
    8 Post(s)
    Quoted
    138 Post(s)

    Default

    Well, for what it's worth, the new map I made and posted above works with the following sps settings

    Simba Code:
    sps.setup('priff', RUNESCAPE_OTHER, 4, 800.0, 0.15);

    This is with directx and the black color on the map being 0 by the way. So yeah.

    Thanks for the help everyone, feel free to discuss the inner workings of sps though!

    E: Well actually I'm using this image. I had to make it a png.
    Last edited by TomTuff; 11-12-2014 at 03:46 AM.

  21. #21
    Join Date
    Nov 2011
    Location
    England
    Posts
    3,072
    Mentioned
    296 Post(s)
    Quoted
    1094 Post(s)

    Default

    Not sure what the problem is yet... But if anyone wants their maps to work on both graphics just throw this in your script:

    Simba Code:
    function SPS_GatherMinimap(const rotated: boolean; const deg: extended): TMufasaBitmap; override;
    begin
      Result := inherited(rotated, deg);
      Result.ReplaceColor(0, 1);
    end;

  22. #22
    Join Date
    Nov 2011
    Location
    England
    Posts
    3,072
    Mentioned
    296 Post(s)
    Quoted
    1094 Post(s)

    Default

    Actually i'm a retard... It DOES ignore 0.. A comment would have been nice marpis.

    https://github.com/SRL/SPS/blob/mast...ce/sps.lpr#L31

  23. #23
    Join Date
    Jun 2012
    Posts
    4,867
    Mentioned
    74 Post(s)
    Quoted
    1663 Post(s)

    Default

    Here's the map if you want one. Made with Brandon's OGL hook plugin, so it's OGL colours. Also I think the forum layout cuts off the image if it needs to so click open in new tab to see the full one.


  24. #24
    Join Date
    Feb 2009
    Location
    Irvine, CA
    Posts
    2,873
    Mentioned
    8 Post(s)
    Quoted
    138 Post(s)

    Default

    Quote Originally Posted by Olly View Post
    Actually i'm a retard... It DOES ignore 0.. A comment would have been nice marpis.

    https://github.com/SRL/SPS/blob/mast...ce/sps.lpr#L31
    Double post! Infraction! Thanks for looking into it Olly. Oddly enough though, my map still works - and it was made with and uses directX, so the black color is 0. It only worked once I lowered the minmatch percentage though.

    Quote Originally Posted by BMWxi View Post
    Here's the map if you want one. Made with Brandon's OGL hook plugin, so it's OGL colours. Also I think the forum layout cuts off the image if it needs to so click open in new tab to see the full one.

    <snip>
    The only reason I'm opposed to using OpenGL is because I always get this bug on runescape where the minimap doesn't load in OpenGL.

    Can you post the tool? It would be nice to have.

  25. #25
    Join Date
    Jun 2012
    Posts
    4,867
    Mentioned
    74 Post(s)
    Quoted
    1663 Post(s)

    Default

    Quote Originally Posted by TomTuff View Post
    Double post! Infraction! Thanks for looking into it Olly. Oddly enough though, my map still works - and it was made with and uses directX, so the black color is 0. It only worked once I lowered the minmatch percentage though.



    The only reason I'm opposed to using OpenGL is because I always get this bug on runescape where the minimap doesn't load in OpenGL.

    Can you post the tool? It would be nice to have.
    This is Brandon's thread where you can get the most recent version of what I used https://villavu.com/forum/showthread.php?t=104932

    And the script to save the minimap as an image (Olly or Brandon may have written this, I don't remember)
    Simba Code:
    program new;
    {$DEFINE SMART}
    {$i GLX\Setup.simba}

    var
      S : TSmart;

    begin
      SetupGLX(S, 800, 600);
      glDebug(GL_DEBUG_MODE.GL_MODE_Models, 0, 0, 0, 0, 0, 0, 960, 640);
      SaveBitmap(GL_MapToImage, 'C:\Users\Owner\Desktop' + '\map' + ToStr(Random(10000000)) + '.bmp');
    end.

Page 1 of 2 12 LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •