Results 1 to 17 of 17

Thread: About color changes.

  1. #1
    Join Date
    Nov 2008
    Location
    Norway, Alesund
    Posts
    924
    Mentioned
    0 Post(s)
    Quoted
    37 Post(s)

    Default About color changes.

    Hi, I have noticed one thing. I know colors changes like each time after relogin, changing world etc.
    but I just noticed that if you walk out of "loaded" map square color changes as well quite drastically example:

    So I'm not sure or it was all the time like that so don't judge me, just wanted to share.

  2. #2
    Join Date
    Feb 2012
    Location
    Discord
    Posts
    3,114
    Mentioned
    37 Post(s)
    Quoted
    538 Post(s)

    Default

    2nd image failed :/
    and I'm pretty sure this has been the case for quite a long time. That's why we use tolerance etc.
    but yeah, it is pretty bad :/

  3. #3
    Join Date
    Nov 2008
    Location
    Norway, Alesund
    Posts
    924
    Mentioned
    0 Post(s)
    Quoted
    37 Post(s)

    Default

    Quote Originally Posted by The Killer View Post
    2nd image failed :/
    and I'm pretty sure this has been the case for quite a long time. That's why we use tolerance etc.
    but yeah, it is pretty bad :/
    fixed. Yeah I know about tolerance and stuff. but I though it was like after you re-login/change world/ come back from lobby etc...

  4. #4
    Join Date
    Jul 2011
    Location
    /home/litoris
    Posts
    2,226
    Mentioned
    0 Post(s)
    Quoted
    159 Post(s)

    Default

    Yes map colors change every time the map reloads, that's why scripts that use autocolor can't move around much.
    Miner & Urn Crafter & 07 Chicken Killer
    SPS BlindWalk Tutorial

    Working on: Nothing

    teacher in every art, brought the fire that hath proved to mortals a means to mighty ends

  5. #5
    Join Date
    Feb 2006
    Location
    Tracy/Davis, California
    Posts
    12,631
    Mentioned
    135 Post(s)
    Quoted
    418 Post(s)

    Default

    It has always been that way.
    Just ant type of loading does it.
    Also happens if you go up/down stairs, ladders, etc.

  6. #6
    Join Date
    Nov 2008
    Location
    Norway, Alesund
    Posts
    924
    Mentioned
    0 Post(s)
    Quoted
    37 Post(s)

    Default

    Quote Originally Posted by YoHoJo View Post
    It has always been that way.
    Just ant type of loading does it.
    Also happens if you go up/down stairs, ladders, etc.
    I see, thanks for clearing that out. And sorry for my lack of knowledge.

  7. #7
    Join Date
    Feb 2006
    Location
    Tracy/Davis, California
    Posts
    12,631
    Mentioned
    135 Post(s)
    Quoted
    418 Post(s)

    Default

    Don't be sorry for lack of knowledge!
    You're trying hard to be a community member who can complain!?

  8. #8
    Join Date
    Nov 2008
    Location
    Norway, Alesund
    Posts
    924
    Mentioned
    0 Post(s)
    Quoted
    37 Post(s)

    Default

    Quote Originally Posted by YoHoJo View Post
    Don't be sorry for lack of knowledge!
    You're trying hard to be a community member who can complain!?
    I'm able to find few guys

  9. #9
    Join Date
    Dec 2011
    Location
    Hyrule
    Posts
    8,662
    Mentioned
    179 Post(s)
    Quoted
    1870 Post(s)

  10. #10
    Join Date
    Nov 2008
    Location
    Norway, Alesund
    Posts
    924
    Mentioned
    0 Post(s)
    Quoted
    37 Post(s)

    Default

    Quote Originally Posted by Ashaman88 View Post
    Yeah you have to load the map a million times if you want to use aca for the mm
    I noticed that but already this quite well i think

  11. #11
    Join Date
    Dec 2011
    Location
    The Netherlands
    Posts
    1,631
    Mentioned
    47 Post(s)
    Quoted
    254 Post(s)

    Default

    Quote Originally Posted by Laimonas171 View Post
    I noticed that but already this quite well i think
    Yeah for ACA CTS 2 I suggest using 5 worlds and hopping three times in each world to get accurate colors.

    RuneScape loads 512x512 cached minimap images each time and once you get near the edge it loads a new one. The minimap itself is 150x150 pixels so around 3 clicks near the edges will get you into a new area.

    These maps do not matter that much for SPS, but when we are talking about a reflection based tile system it can change quite drastically. For example every multiplayer minigame has multiple playing fields. The coordinates will be different every time.

    However, the world map has static coordinates. But considering we aren't using reflection here it doesn't matter

    Script source code available here: Github

  12. #12
    Join Date
    Jan 2012
    Posts
    2,568
    Mentioned
    35 Post(s)
    Quoted
    356 Post(s)

    Default

    I'd suggest using autocoloring for MM, eg. the road. MM changes color much more drastically than MS for some reason. Just re-color again every time you reload the map. The good thing is, the whole road path has the same color.

  13. #13
    Join Date
    Nov 2008
    Location
    Norway, Alesund
    Posts
    924
    Mentioned
    0 Post(s)
    Quoted
    37 Post(s)

    Default

    Quote Originally Posted by J J View Post
    Yeah for ACA CTS 2 I suggest using 5 worlds and hopping three times in each world to get accurate colors.

    RuneScape loads 512x512 cached minimap images each time and once you get near the edge it loads a new one. The minimap itself is 150x150 pixels so around 3 clicks near the edges will get you into a new area.

    These maps do not matter that much for SPS, but when we are talking about a reflection based tile system it can change quite drastically. For example every multiplayer minigame has multiple playing fields. The coordinates will be different every time.

    However, the world map has static coordinates. But considering we aren't using reflection here it doesn't matter
    Thank you by clearing out about cashed stuff! I did know about hopping, I always reloging, going back from lobby etc. to get as much as possible CORRECT colors, since it's things you must do to get correct auto color.

    Quote Originally Posted by riwu View Post
    I'd suggest using autocoloring for MM, eg. the road. MM changes color much more drastically than MS for some reason. Just re-color again every time you reload the map. The good thing is, the whole road path has the same color.
    Yeah I know I have to use autocolor. ^ as writen above. though thanks
    And I really agree about whole road color being same thats good and makes life a bit easier.. (hope jagex not going to hijack that.. since you stated it above )

  14. #14
    Join Date
    Feb 2007
    Location
    PA, USA
    Posts
    5,240
    Mentioned
    36 Post(s)
    Quoted
    496 Post(s)

    Default

    can i just put a snippet in here about how easy auto-coloring is?
    for example this auto-colors white walls of buildings, etc:

    Simba Code:
    function WallColor: Integer;
    var
      whteClrs: TIntegerArray;
      clrs: TPointArray;
      i, h, cnt: integer;
      whtCount: TPoint;
    begin
      result := -1;
      if not(FindColorsTolerance(clrs, 15595512, MMX1, MMY1, MMX2, MMY2, 30)) then EXIT;
      FilterPointsPie(clrs, 0, 360, 10, 70, MMCX, MMCY);
      whteClrs := GetColors(clrs);
      ClearSameIntegers(whteClrs);
      h := high(whteClrs);
      for i:= 0 to h do
      begin
        cnt := CountColor(whteClrs[i], MMX1, MMY1, MMX2, MMY2);
        if cnt > whtCount.x then
        begin
          whtCount.x := cnt;
          whtCount.y := whteClrs[i];
        end;
      end;
      result := whtCount.y;
    end;

  15. #15
    Join Date
    Nov 2008
    Location
    Norway, Alesund
    Posts
    924
    Mentioned
    0 Post(s)
    Quoted
    37 Post(s)

    Default

    Quote Originally Posted by footballjds View Post
    can i just put a snippet in here about how easy auto-coloring is?
    for example this auto-colors white walls of buildings, etc:

    Simba Code:
    function WallColor: Integer;
    var
      whteClrs: TIntegerArray;
      clrs: TPointArray;
      i, h, cnt: integer;
      whtCount: TPoint;
    begin
      result := -1;
      if not(FindColorsTolerance(clrs, 15595512, MMX1, MMY1, MMX2, MMY2, 30)) then EXIT;
      FilterPointsPie(clrs, 0, 360, 10, 70, MMCX, MMCY);
      whteClrs := GetColors(clrs);
      ClearSameIntegers(whteClrs);
      h := high(whteClrs);
      for i:= 0 to h do
      begin
        cnt := CountColor(whteClrs[i], MMX1, MMY1, MMX2, MMY2);
        if cnt > whtCount.x then
        begin
          whtCount.x := cnt;
          whtCount.y := whteClrs[i];
        end;
      end;
      result := whtCount.y;
    end;
    It's easy for me since I don't Know how to use TPA from scratch. I would like to see tutorials for "neowb" < (noob + newb ) as I don't it, and tutorials for "newbs" are very detailed, has explanation about each variable, each syntax detail etc..

    Also if someone is able to. Create tutorial for TPA (ATPA)
    It should contain images from rs (easier to get things straight), and code explainded what searches what .
    Or video tutorial would be best options (have to ask JoHoYo, though), but first would works as well.

  16. #16
    Join Date
    Nov 2012
    Location
    N/A
    Posts
    185
    Mentioned
    2 Post(s)
    Quoted
    19 Post(s)

    Default

    Quote Originally Posted by Laimonas171 View Post
    It's easy for me since I don't Know how to use TPA from scratch. I would like to see tutorials for "neowb" < (noob + newb ) as I don't it, and tutorials for "newbs" are very detailed, has explanation about each variable, each syntax detail etc..

    Also if someone is able to. Create tutorial for TPA (ATPA)
    It should contain images from rs (easier to get things straight), and code explainded what searches what .
    Or video tutorial would be best options (have to ask JoHoYo, though), but first would works as well.
    Yeah, i would like to be able to learn TPAs as well. The written tutorials are very good, but only if your not new.

  17. #17
    Join Date
    Feb 2007
    Location
    PA, USA
    Posts
    5,240
    Mentioned
    36 Post(s)
    Quoted
    496 Post(s)

    Default

    Quote Originally Posted by Laimonas171 View Post
    It's easy for me since I don't Know how to use TPA from scratch. I would like to see tutorials for "neowb" < (noob + newb ) as I don't it, and tutorials for "newbs" are very detailed, has explanation about each variable, each syntax detail etc..

    Also if someone is able to. Create tutorial for TPA (ATPA)
    It should contain images from rs (easier to get things straight), and code explainded what searches what .
    Or video tutorial would be best options (have to ask JoHoYo, though), but first would works as well.
    how you get members? jk
    Quote Originally Posted by tasmania View Post
    Yeah, i would like to be able to learn TPAs as well. The written tutorials are very good, but only if your not new.
    I think the TPA tuts are great. I mean honestly TPA's are not hard. just remember to think of them like this:
    a TPoint is: a pair of x and y values (coordinates)
    a TPA(TPointArray) is an array of TPoints which means its an array of x and y values
    an ATPA is an array of TPointArrays which means its an array of an array of x and y values

    TPoint example: (2, 3)
    TPA example: [(2,3), (3,2)]
    ATPA example: {[(2,3), (3,2)], [(2,3), (3,2)]}

    if you guys would like a TPA tut I'll write one. although honestly i think that we have pretty good ones... lmk

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
  •