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Thread: Hooking openGL functions for new style reflection

  1. #51
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    Quote Originally Posted by silentwolf View Post
    Here's a render of an 'NPC' - really anything that is animated like things drawn in wireframe in the image above. This is actually passed to the gfx card in a different way to everything else (e.g. scenary etc, anything static) so I was just testing I could grab vertex data for animated things as well.



    Again, not really sure what it is, but it's clearly something

    When I get some more time I will work on model rec and WorldToScreen. I can then overlay some text on the x,y coords of each model so you can see what is positioned where in the RS world. Hopefully given time I will also be able to get some kind of animation rec as I believe this will be useful too?
    Kind of looks like the top view of a Dwarf MulfiCannon, but I know it isn't one though

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    Quote Originally Posted by silentwolf View Post
    OK, I fixed so code so it now actually points to the first vertex of the model (it wasn't actually doing this before).



    BOOM! Headshot
    Damn nice. Did you find that NPC by searching all models for the model of the guard, then get the vertex co-ords, or just search for a random thing? Just wondering if you've gotten a "matchmaking" thing done yet.

    And how will this be implemented into a bot? I'm guessing use some sort of custom client to parse the info, then pass these vars on to scar/simba which will do the script logic/clicking etc? If so, would it be able to be run minimised, like smart (which is now open source) can? Would it be possible to merge the two, so we have multibotting with traditional reflection, GPL reflection, and minimisable client all in the one thing?

    And about drawing onto the screen: Didnt you say jagex could take a screenie of it and see? SMART uses a transparent window pane above the rs screen which we can debug on to get around this.

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    Quote Originally Posted by The Claw View Post
    And about drawing onto the screen: Didnt you say jagex could take a screenie of it and see? SMART uses a transparent window pane above the rs screen which we can debug on to get around this.
    If it's feasible, great idea !


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    Very nice job finding the coords

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    Quote Originally Posted by BenLand100 View Post
    Sounds like my early experiments with SMART. I've got a stable dll injector lying around as well as a framework for linking commands from Scar across processes (assuming you don't embed a JVM like I did with SMART)...
    Out of interest, how are you transferring information to scar? I need to find an efficient way of doing this... Windows messages? Also, I'm really interested in how you hooked RS. What/how were you hooking? I find this stuff really interesting

    Quote Originally Posted by marpis View Post
    Oh wait dude, this means you actually have a GetNPCCoords(X, Y, GuardID) type of function working?
    Yes, this will be a feature of the final release.

    And how will this be implemented into a bot? I'm guessing use some sort of custom client to parse the info, then pass these vars on to scar/simba which will do the script logic/clicking etc? If so, would it be able to be run minimised, like smart (which is now open source) can? Would it be possible to merge the two, so we have multibotting with traditional reflection, GPL reflection, and minimisable client all in the one thing?
    Hopefully this will simply provide scar with some extra functions, e.g. GetNPCCoords(X, Y, GuardID). This will mean no client modification. It will run with the standard RS client, or any modified client you have. It will also be able to run in minimised mode. We'll see

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    Quote Originally Posted by silentwolf View Post
    Out of interest, how are you transferring information to scar? I need to find an efficient way of doing this... Windows messages? Also, I'm really interested in how you hooked RS. What/how were you hooking? I find this stuff really interesting
    You can haz sauce http://blanddns.no-ip.org:81/repos/public-smart/

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    This SMART stuff looks awesome. I will study when sober.

    Here si a render off all NPC's detected and coords calculated:


    NPC regonition cming tomorrow

    Edit: MylesMadness: def remeber you from rscheatnet, right?


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    if you mean rscheata I have posted there, but never scripted or got into it deeply

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    Hmm.. was a log time ago. Probably my bad memory

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    Quote Originally Posted by silentwolf View Post
    Hmm.. was a log time ago. Probably my bad memory
    It also doesn't help that you're apparently drunk while posting this

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    Although not really related... first things you posted were cave walls.
    The jealous temper of mankind, ever more disposed to censure than
    to praise the work of others, has constantly made the pursuit of new
    methods and systems no less perilous than the search after unknown
    lands and seas.

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    Quote Originally Posted by silentwolf View Post
    How come the candles aren't "aimed" at? I'm pretty sure they move too?
    Or is it like a sprite or something? Like.. not a NPC?

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    Yeah, I'm not sure. There are a few animated models which aren't getting picked up... I will look into this later. This is still very much just a proof of concept

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    I see
    Well.. Good job
    Are you going to make it aim at the middle of the npc, and not at the first vertex?
    How often does this break compared to the current form of reflection?

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    This will never break, unless they change their methods of rendering or change their models. A GetCoords(id) function would return the centre of the model

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    Quote Originally Posted by silentwolf View Post
    This will never break, unless they change their methods of rendering or change their models. A GetCoords(id) function would return the centre of the model
    This looks very promising, good job !

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    Quote Originally Posted by silentwolf View Post
    This will never break, unless they change their methods of rendering or change their models. A GetCoords(id) function would return the centre of the model
    Just like I though
    This is truly great! Why haven't anyone made something similar before? xD
    Good job lol

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    Here's a proof of concept ID system:

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    Quote Originally Posted by silentwolf View Post
    Here's a proof of concept ID system:
    Impressive.
    I assume you're able to make an object recognition too? like trees, rocks and so on.
    No breaking, perfect NPC (and object?) finding, no need to get colors of everything and (maybe) walking (somewhere in the future?). This sounds like the perfect system for macros... Only downside must be the need for HD = more CPU power needed

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    Quote Originally Posted by Zyt3x View Post
    Impressive.
    I assume you're able to make an object recognition too? like trees, rocks and so on.
    No breaking, perfect NPC (and object?) finding, no need to get colors of everything and (maybe) walking (somewhere in the future?). This sounds like the perfect system for macros... Only downside must be the need for HD = more CPU power needed
    Yup, objects should be fine too. I will look into reading the map at a later date, but any implementation probably won't be as easy to use as hacked java clients. Probably something like passing scar the unrotated, clean map and your current x,y coords on said map. I'm not sure yet.

    Running the game in HD will also reduce your CPU usage. HD simply means RS uses opengl, which passes large amount of processing to your GPU, so your CPU doesn't have to do it. Software rendering is slow.

    Edit: well out of interest, I tested this and CPU useage seems pretty much the same in both, in low detail

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    Quote Originally Posted by BenLand100 View Post
    Sounds like my early experiments with SMART. I've got a stable dll injector lying around as well as a framework for linking commands from Scar across processes (assuming you don't embed a JVM like I did with SMART)...
    I just had a look at the smart source and it's very interesting

    Could you send me some code/give me hints for sending data to/from the injected dll?

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    Do those numbers represent anything specific or are they arbitrary?

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    Quote Originally Posted by Zyt3x View Post
    How come the candles aren't "aimed" at? I'm pretty sure they move too?
    Or is it like a sprite or something? Like.. not a NPC?
    What the hell would make you think that a candle is an NPC? NON PLAYER CHARACTER.

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    Quote Originally Posted by Zyt3x View Post
    Impressive.
    I assume you're able to make an object recognition too? like trees, rocks and so on.
    No breaking, perfect NPC (and object?) finding, no need to get colors of everything and (maybe) walking (somewhere in the future?). This sounds like the perfect system for macros... Only downside must be the need for HD = more CPU power needed
    How did you get those ID numbers?
    And I just realized what's so great about this method too compared to reflection:
    One single finding function for all grounditems/NPCs/Objects

    E: And btw, are 2D models processed with OpenGL too, such as minimap and inventory items, or does the game-engine handle them separately? Cause if they aren't processed with OGL then you can't use this system to mapwalk.
    Last edited by marpis; 01-16-2010 at 03:45 PM.

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    Quote Originally Posted by silentwolf View Post
    This will never break, unless they change their methods of rendering or change their models. A GetCoords(id) function would return the centre of the model
    Out of interest, have you been experimenting long enough to confirm they do not change their models/often or is it just a guess that they don't? As I'm pretty in the dark about this area, could they not alter the id's without changing the actual models used, a bit like with hooks for reflection?
    By reading this signature you agree that mixster is superior to you in each and every way except the bad ways but including the really bad ways.

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