Pazaz
Forum Moderator
Staff member
- Oct 28, 2013
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Using a tool I wrote (on GitHub currently - thread coming soon), I'm able to use OpenRS2's API and write code that works across a variety of revs with no pre-setup. Most recently: sprite dumping!
Here's some images converted/extracted from the cache for build 930 dated 2023-06-19 (openrs2).
Unfortunately without hash names to go off of, automated sprite sheet generation only applies to images that are tiled inside a single group. Backgrounds and such are split up into ",n" parts via name and combined that way, so they'll appear as their <group>.png id instead here, split up into separate files. Backgrounds can be made up of multiple 640x360 groups for example.
Later sprites have no color palette limitations, they encode colors/alpha directly. texture_png is entirely PNG from the start
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930.sprites.7z @ mega.nz 1.41GB (archive 8)
930.textures_png.7z @ mega.nz 1.36GB (archive 53)
930.typefonts.7z <1MB (archive 59)
Someone requested 633 from me too, so here's that:
633.sprites.7z 11.5MB
If I need to mirror links anywhere else I can.
Here's some images converted/extracted from the cache for build 930 dated 2023-06-19 (openrs2).
Unfortunately without hash names to go off of, automated sprite sheet generation only applies to images that are tiled inside a single group. Backgrounds and such are split up into ",n" parts via name and combined that way, so they'll appear as their <group>.png id instead here, split up into separate files. Backgrounds can be made up of multiple 640x360 groups for example.
Later sprites have no color palette limitations, they encode colors/alpha directly. texture_png is entirely PNG from the start
----
930.sprites.7z @ mega.nz 1.41GB (archive 8)
930.textures_png.7z @ mega.nz 1.36GB (archive 53)
930.typefonts.7z <1MB (archive 59)
Someone requested 633 from me too, so here's that:
633.sprites.7z 11.5MB
If I need to mirror links anywhere else I can.
Last edited: