Author Topic: how make a custum items  (Read 546 times)

Offline redwan

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how make a custum items
« on: December 27, 2010, 05:40:57 am »
What i will be teaching:
How to get runescape's models using a RSMV (Rune Scape Model Viewer).
You can then use these models to add the latest items into your client or edit them with metasequoia.

Before you ask, extracting models from the cache is NOTHING to do with the folder named .jagex_cache_32!

Well, here we go.

_______________________________________ ___________________________

Step 1

To start, you will need to download a RSMV.

I have one right here, freshly uploaded, and it contains everything you will need.

http://s000.tinyupload.com/?file_id=00687330259245179157
Or
http://uppit.com/7OC72S


Once they have downloaded (Shouldn't take long), extract the files from the winrar file using winRAR, if you do not have winRAR, please download it here as you will need this for like all downloads on moparscape and any other private server forum:
Direct Download for WinRAR: http://www.rarlab.com/rar/wrar380.exe

Step 2 (This step is not actually required, but is giving basic info on where it actually extracts from.)

Ok, open up the files you just downloaded.

Open up the file named "Main.java"
Press Ctrl + F, or just go to edit > Find.

"World169.runescape.com"

Type what it says in there and press "Find Next".

This will then scroll down to near the end of the text file.
Basically, that is the address that the RSMV is extracting the models from.
Also above and below that you will see the port number (43594) and the cache number you are trying (519),
change that to 540 (Current cache number) if you want.

Ok, well, save and close that down.

(Btw, when there are any new items on runescape, if you do step 3 again, you can get them on the minute they are released!)
(Everytime a bunch of runescape models are released, the cache number (540) is normally increased by one.)

Step 3

Nearly there.
Head back to your files after saving and closing the main.java, now press compile.bat.
Follow the instructions in the cmd then press a key to continue.

Now find run.bat and press on that.
It will then start doing something.

If it doesn't, then download the latest javas, jdk and jre, here:
JRE (Java Runtime Environment): www.java.com/getjava/
JDK (Java Development Kit): http://java.sun.com/javase/downloads/index.jsp

Click Run.bat
It has now started extracting the models
This could take several hours, but it depends on your internet speed.

When it has finished, it will prompt you to "press any key to continue". Do that.
It will close.

Step 4

Now go back to the main files, now look in your Models folder, oh em gee, its filled up with thousands of models
To view them, you will need to open the RSMV application file,
Open it, it may take a few seconds, because 44k files is quite a lot to load.
Ok, a huge new screen will open up,
This is the model viewer.
On the left hand side, you will see a list of the numbers, these are all the models you just downloaded.

You will notice model number 1 is the common "Dwarf Head" that is seen in many clients today.

And the rest of the models, are, well, everything runescape is made up of

Well, have fun looking through all the models

If you want to know how to get these into MQO format to edit in Metasequoia then scroll to Step 6.

Warning - Models that are past the ID of about 25,000 (Basically, all the models that were added after summoning), will have to be converted to MQO, re-animated using the DATmaker and then converted back to DAT. This will make it able to add into a 317 client. If you do not follow this precedure, any model in this range of models will just disconnect you when added to the 317 client

Step 5 - Making The Ints To Go In Class8 To Add To Client
(This was taken directly from my tut.)


I have noticed a huge lack of ability in the people of moparscape to be able to make 'ints'.

So i have decided to come up with a small guide on how to understand the 4 types of ints.

Item ints, NPC Ints, Object Ints, and GFX Ints.


So here we go...


Item Ints (The variables placed in class8.java)

Code: [Select]
if(i == #####) // Your desired item id (the one you use after ::pickup ##### #)
{
class8.aStringArray189 = new String[5];
class8.aStringArray189[1] = "Wear"; // String name, this can be changed to wield, or attach, or whatever you want
class8.anInt174 = #####; // Drop/Inv Model
class8.anInt165 = #####; // Male Wield Model
class8.anInt200 = #####; // Female Wield
class8.anInt188 = #####; // Male arms/sleeves (Leave as -1 if not used)
class8.anInt164 = #####; // Female arms/sleeves (Leave as -1 if not used)
   class8.anInt181 = 800; // Zoom - Increase to make inv model smaller
   class8.anInt190 = 498; // Rotate up/down -  Increase to rotate upwards
   class8.anInt198 = 1300; // Rotate right/left - Increase to rotate right
   class8.anInt169 = -1; // Position in inv, increase to move right
   class8.anInt194 = -1; // Position in inv, increase to move up                  
class8.aString170 = "@@@@@@@@@@@"; // Item Name
class8.aByteArray178 = "@@@@@@@@@@".getBytes(); // Item Examine
      }

Notes
The model id's must correspond to the model numbers that are placed in your models folder.
If there are no sleeve/arms models, for example, with a weapon, then leave the number as just -1 (Or you can just delete the whole of the line)
When renaming models when putting them into your models folder, they must be renamed between 8000 - 15000, if not, then your cache may become broken, and simple models such as chickens, may be overwritten by the armadyl godsword special gfx.
The polygon count must be between 1 and about 1500 at the max, or it will just disconnect you

_______________________________________ ____________

NPC Ints (Placed in class5.java)

These can be a little more complicated.

Code: [Select]
if(i == ###) { // NPC ID
    aClass30_Sub2_Sub2_60.anInt1406 = anIntArray72[630];
    class5.method165(true, aClass30_Sub2_Sub2_60); // Don't need to worry
    class5.aStringArray66 = new String[5];
    class5.aStringArray66[1] = "Attack"; // This string could be changed to anything, for example, in hunting, catch.
         class5.anIntArray94 = new int[1]; // Number of models the NPC uses, the [1] part
         class5.anIntArray94[0] = #####; // MODEL ID
    class5.aString65 = "@@@@@"; // NPC name
    class5.anInt61 = ######; // Combat level
}
That is for an NPC that only has one model for the whole monster, for example. A Chicken.


If the NPC uses more than one model, for example, a mithril dragon, then it would look more like this.

Code: [Select]
if(i == ###) { // NPC ID
    aClass30_Sub2_Sub2_60.anInt1406 = anIntArray72[630];
    class5.method165(true, aClass30_Sub2_Sub2_60); // Don't need to worry
    class5.aStringArray66 = new String[5];
    class5.aStringArray66[1] = "Attack"; // This string could be changed to anything, for example, in hunting, catch.
         class5.anIntArray94 = new int[4]; // Number of models the NPC uses, notice the [4] part
         class5.anIntArray94[0] = #####; // MODEL ID 1
         class5.anIntArray94[1] = #####; // MODEL ID 2
         class5.anIntArray94[2] = #####; // MODEL ID 3
         class5.anIntArray94[3] = #####; // MODEL ID 4
    class5.aString65 = "@@@@@"; // NPC name
    class5.anInt61 = ######; // Combat level
}

Notice the number on the left side of the model id going up by 1 each time?
And when using more models, the number next to "How many models the NPC uses" also has to change.


Notes
The model id's must correspond to the model numbers that are placed in your models folder.
When renaming models when putting them into your models folder, they must be renamed between 8000 - 15000, if not, then your cache may become broken, and simple models such as chickens, may be overwritten by the armadyl godsword special gfx.
The polygon count must be between 1 and about 1500 at the max, or it will just disconnect you

_______________________________________ ____________

Object Ints (Placed in class46.java)

Code: [Select]
        if(i == ####)// Desired Object id
        {
            class46.aString739 = "@@@@@@@@@@@"; //object name
            class46.aByteArray777 = "@@@@@@@@@@@".getBytes(); //examine
            class46.anInt744 = 1;
            class46.anInt761 = 1;
            class46.anIntArray773 = new int[1];
            class46.anIntArray773[0] = #####; // Model id
            class46.aBoolean778 = true;
            class46.aBoolean767 = false;
            class46.aBoolean762 = false;
            class46.aBoolean769 = false;
        }

Sorry i have not labelled the rest, they are not really required anyway, they are just whether they are right clickable, walk throughable, etc.

Please notify me if i need to expand on exactly where to add the code in class46.

Notes
The model id's must correspond to the model numbers that are placed in your models folder.
When renaming models when putting them into your models folder, they must be renamed between 8000 - 15000, if not, then your cache may become broken, and simple models such as chickens, may be overwritten by the armadyl godsword special gfx.
The polygon count must be between 1 and about 1500 at the max, or it will just disconnect you

_______________________________________ ____________

GFX Ints (These are placed in class23)

Code: [Select]
    case ###: // Desired Gfx Id
     originalDataID = 282; // Makes it so the gfx doesn't move, this is the animation id, change to what you would like it to move like.
     gfx.anInt405 = @@@@; // Model Id
     break;

Please notify me if i need to expand on exactly where to add the code in class23.

Notes
The model id's must correspond to the model numbers that are placed in your models folder.
When renaming models when putting them into your models folder, they must be renamed between 8000 - 15000, if not, then your cache may become broken, and simple models such as chickens, may be overwritten by the armadyl godsword special gfx.
The polygon count must be between 1 and about 1500 at the max, or it will just disconnect you







___________________________________

Step 6

Note: This step is only required if you actually want to edit the models using a modelling program such as metasequoia.

Ok, after you've got bored of looking through thousands of models in the viewer, you may want to edit some of the cool ones you may have found

Ok, find a model you wish to edit using metasequoia for example, i will choose model id 1, which is the dwarf head shown above, ok. Heres some downloads if you have not got the programs already.

DATmaker v1.3 (Creds to the maker of it: MrPotatoHead): http://uppit.com/ARIWKM
Metasequoia Direct Download: http://www.metaseq.net/metaseq/metaseq248.zip

Ok, copy and paste the model you wish to edit, and place it in a folder somewhere where you are going to put all your models.
Don't put it in the RSMV models folder because that will just get annoying.

Ok, open the DATmaker that you downloaded, it should look like this:



Now go to file > Open folder.
Then locate the folder which you stored the model you want to edit in.


It should now appear in the list to the left.
To get it into MQO format (The format metasequoia uses) you will need to go to File > Export > MQO.



This will now change the format of the model to the format which Metasequoia can read.
Open up the metasequoia application that you downloaded and go to file > Open.
Then find the file you converted to MQO and open it.

And there you go.

learn it!!!!
credits:Redwan

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Offline saldawg

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Re: how make a custum items
« Reply #1 on: December 27, 2010, 06:34:39 am »
um how can you "credits:redwan" if you just copied and pasted?

Offline deadly

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Re: how make a custum items
« Reply #2 on: December 27, 2010, 11:49:32 pm »
-1 @ Redwan, I know for a fact you don't talk like that. I have review your other posts and you make no sense but in this one you make total sense...


Offline saldawg

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Re: how make a custum items
« Reply #3 on: December 28, 2010, 04:48:16 am »
yeah you did not copy that from your other forum acc, your grammar is atleast 10000x worse than that, stop lieing and face the truth, you dont deserve credits for a copy and paste job guide.

Offline deadly

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Re: how make a custum items
« Reply #4 on: December 28, 2010, 08:53:06 am »
wtF? who are you? I don't understand what you are saying...


Offline Kilo

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Re: how make a custum items
« Reply #5 on: December 28, 2010, 05:12:09 pm »
This is agreat guide and I'm glad you posted it up, although I do not give entire credit to you but i'll give you the credit for taking the time of putting it up here because i'd preffer that this would stay on the forums. In all seriousness though, you only wrote the last four words of that post and even one of them wasn't spelt right.
« Last Edit: December 28, 2010, 05:17:57 pm by Kilo »

Offline deadly

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Re: how make a custum items
« Reply #6 on: December 29, 2010, 02:06:28 pm »
Redwan is no longer on this forum, he said he quit so I deleted most of his posts.


Offline saldawg

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Re: how make a custum items
« Reply #7 on: December 29, 2010, 09:39:05 pm »
i was trying to delete most of his posts until ofcourse he threatened to ddos me XD..