[DEV]Character Display v170+

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  1. #1
    Infraction Baɴɴed holthelper is offline
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    [DEV]Character Display v170+

    it may come as a shock that i decided to come back but i never felt satisfied with how it ended. i wanted to do something to my abilities and finish it right...

    so now onto this thread:
    i wanted to see the fastest way to load the coords is now with all files output the same information.
    RESULTS:
    Code:
    Loading 1 json file and parsing it 50 times took: 0.013000965118408
    Loading 1 ini file and parsing it 50 times took: 0.0060000419616699
    Loading 1 ini file and parsing with processing sections (ON) it 50 times took: 0.0060000419616699
    Loading 1 xml file and parsing it 50 times took: 0.019001007080078
    heres the code so you can try it yourself if you want to test the results
    Spoiler:

    test.php
    Code:
    <?php
    set_time_limit(120);
    class timer {
        private $start;
        private $end;
    
        public function timer() {
            $this->start = microtime(true);
        }
    
        public function Finish() {
            $this->end = microtime(true);
        }
    
        private function GetStart() {
            if (isset($this->start))
                return $this->start;
            else
                return false;
        }
    
        private function GetEnd() {
            if (isset($this->end))
                return $this->end;
            else
                return false;
        }
    
        public function GetDiff() {
            return $this->GetEnd() - $this->GetStart();
        }
    
    
        public function Reset() {
            $this->start = microtime(true);
        }
    }
    
    $times = 50;
    echo "Loading 1 json file and parsing it ".$times." times took: ";
    $timer = new timer();
    for($i=0; $i<$times; $i++) {
        $json = json_decode(file_get_contents("./test.json"));
    }
    $timer->Finish();
    echo $timer->getDiff()."<br />";
    
    echo "Loading 1 ini file and parsing it ".$times." times took: ";
    $timer->Reset();
    for($i=0; $i<$times; $i++) {
        $ini = parse_ini_file("./test.ini");
    }
    $timer->Finish();
    echo $timer->getDiff()."<br />";
    
    echo "Loading 1 ini file and parsing with processing sections (ON) it ".$times." times took: ";
    $timer->Reset();
    for($i=0; $i<$times; $i++) {
        $ini = parse_ini_file("./test.ini", true);
    }
    $timer->Finish();
    echo $timer->getDiff()."<br />";
    
    echo "Loading 1 xml file and parsing it ".$times." times took: ";
    $timer->Reset();
    for($i=0; $i<$times; $i++) {
        $xml = simplexml_load_file("./test.xml");
    }
    $timer->Finish();
    echo $timer->getDiff()."<br />";
    ?>
    test.json
    Code:
    [{"ID":"20000","x":-12,"y":4,"z":"face"}]
    test.ini
    Code:
    [0]
    ID=20000
    x=-12
    y=4
    z=face
    test.xml
    Code:
    <?xml version="1.0" encoding="UTF-8" ?>
    <imgdir>
        <_0>
            <ID>20000</ID>
            <x>-12</x>
            <y>4</y>
            <z>face</z>
        </_0>
    </imgdir>


    so heres what i have now *characters donated graciously by @Rampenbram

    as you can see there isnt a lot showing. it has to do with how to order the layers and i can only do so much with the little amount donated to me.
    im basically at the point i need more characters to do the fine details. i have 2 options either host my own server and build the character table myself *might take forever* or request assistance from another server that already has the character table established.
    if you want to help test this code further please dont hesitate to email me.


  2. #2
    very green greenelfx is offline
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    Re: [DEV]Character Display v170+

    Good to see you're back! Dealing with php_gd directly takes some courage haha. How are you planning on generating the .ini (or json) files? I know from iAkira's work that they are a lot of edge cases for GD. I haven't touched it at all, seems like a huge headache :P

  3. #3
    may web.very maple.pls. iAkira is offline
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    Re: [DEV]Character Display v170+

    It's annoyingly painful to work on a GD, i had to put my revision of my old GD on hold(stopped at cape effects) due to finals and what not. I have almost everything minus gloves, shield and weapons. I will resume after finals a bit and finish everything but weapons. I am trying to also add the new images like some shoes have like 3 images(see my GD dev with the attack on titan stuff). Also try tackling the new weapons, last I remember, I had trouble trying to get the dual bow to show.

    I wish you luck on the weapon generations, it's annoying to do..

  4. #4
    Infraction Baɴɴed holthelper is offline
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    Re: [DEV]Character Display v170+

    @iAkira
    for me it will just be displayed based off the z value with some checks here and there and it should work no problem.

    i noticed with your xml2json converter is way to hard coded.
    heres a snipt of how dynamic my script will be:
    Code:
    public function accessory($z) {
            if(isset($this->accessory)) {
                foreach($this->accessory as $s) {
                    foreach($s['ini'] as $accessory) {
                        if(isset($accessory['z']) && $accessory['z'] == $z) {
                            self::useImage($accessory['image'], $accessory['x'], $accessory['y']);
                        }
                    }
                }
            }
        }
    that will go through all 3 of the accessory ids and display it based off the z value called.

    @greenelfx
    trust me i did a lot of testing with it and basically figured out that simplexmlelement and xpath work well together.
    heres a little snipt of the converter which is dynamic in locating the correct directory to get the info
    Code:
    $stand1 = @$xml->xpath("/imgdir/imgdir[@name='stand1']/imgdir[@name='0']")[0];
    $stand2 = @$xml->xpath("/imgdir/imgdir[@name='stand2']/imgdir[@name='0']")[0];
    $uol = array_slice(explode("/", (string)@$stand1->uol['value']), 2);
    dont want to give to much away with my converter cause of reasons lol

  5. #5
    may web.very maple.pls. iAkira is offline
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    Re: [DEV]Character Display v170+

    Quote Originally Posted by holthelper View Post
    @iAkira
    for me it will just be displayed based off the z value with some checks here and there and it should work no problem.

    i noticed with your xml2json converter is way to hard coded.
    heres a snipt of how dynamic my script will be:
    Code:
    public function accessory($z) {
            if(isset($this->accessory)) {
                foreach($this->accessory as $s) {
                    foreach($s['ini'] as $accessory) {
                        if(isset($accessory['z']) && $accessory['z'] == $z) {
                            self::useImage($accessory['image'], $accessory['x'], $accessory['y']);
                        }
                    }
                }
            }
        }
    that will go through all 3 of the accessory ids and display it based off the z value called.

    @greenelfx
    trust me i did a lot of testing with it and basically figured out that simplexmlelement and xpath work well together.
    heres a little snipt of the converter which is dynamic in locating the correct directory to get the info
    Code:
    $stand1 = @$xml->xpath("/imgdir/imgdir[@name='stand1']/imgdir[@name='0']")[0];
    $stand2 = @$xml->xpath("/imgdir/imgdir[@name='stand2']/imgdir[@name='0']")[0];
    $uol = array_slice(explode("/", (string)@$stand1->uol['value']), 2);
    dont want to give to much away with my converter cause of reasons lol
    Yeah I know but how are you finding the new z values? I manage to find new z-values by running the XMLs file and store the z values into an array and display all the possible z value that category has. The function you gave is for the character image display in the php, but you still need a way to find the new values curious how you would do it

    Also some z value are either repetitive, useless blank images, and/or empty. I double check for repetitive canvases with the same image, also check for blank images (width=1, and height = 1) and what not, Nexon isn't the most organized when it comes to this stuff, they had a special canvas with a special z value for a single cape which was a cat..

    Nontheless, I wish you luck on this, I always enjoyed some of your GD work as well!

  6. #6
    Infraction Baɴɴed holthelper is offline
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    Re: [DEV]Character Display v170+

    source = image from linked directory
    uol = replace values with linked directory

    thats what i gathered from my script.

    this snipt
    Code:
    $stand1 = @$xml->xpath("/imgdir/imgdir[@name='stand1']/imgdir[@name='0']")[0];
    $stand2 = @$xml->xpath("/imgdir/imgdir[@name='stand2']/imgdir[@name='0']")[0];
    $uol = array_slice(explode("/", (string)@$stand1->uol['value']), 2);
    is basically part of the heart of my converter which makes it dynamic and useable with other wz directories.

    as for the z values i have a separate script but comprised mainly of my converter for the z values. empty array at the start and if the value isnt in the array add it to the array and if its there pass over it. then at the end dump the results.

    my script gathers all valid canvas nodes and adds it to the file with the z value so in my coords file just foreach all canvas names to get the z value that matches with the z value called in character then display. which would be basically how all my layers would work execpt the order is now the issue. the snipt you saw in my 2nd post is how im dealing with the accessory ids since there are 3 different ids accessing 1 directory.

    heres my z value dump
    Code:
    [accessory]
    0=accessoryFace
    1=accessoryFaceBelowFace
    2=accessoryFaceOverFaceBelowCap
    3=capeOverHead
    4=weaponBelowArm
    5=accessoryEyeBelowFace
    6=accessoryEye
    7=accessoryEyeOverCap
    8=hairOverHead
    9=accessoryOverHair
    10=accessoryEarOverHair
    11=accessoryEar
    12=capOverHair
    [cap]
    0=cap
    1=capAccessoryBelowBody
    2=capBelowAccessory
    3=backHair
    4=backCap
    5=capOverHair
    6=capBelowBody
    7=capAccessoryBelowAccFace
    8=backHairOverCape
    9=accessoryEar
    10=capBelowHead
    11=capeBelowBody
    12=0
    13=accessoryEyeOverCap
    14=body
    15=hairBelowBody
    16=backCapOverHair
    17=weaponBelowBody
    18=capBelowHair
    [cape]
    0=capeBelowBody
    1=backCape
    2=capeOverHead
    3=cape
    4=capeBelowHair
    5=backWing
    6=capOverHair
    7=0
    8=capeOverWepon
    9=mailArmBelowHead
    10=armOverHair
    11=gloveWristBelowMailArm
    [coat]
    0=mailChest
    1=mailArm
    2=mailChestBelowPants
    3=mailChestOverHighest
    4=mailChestOverPants
    5=characterStart
    6=capeBelowBody
    [face]
    0=face
    [glove]
    0=gloveOverBody
    1=glove
    2=gloveOverHair
    3=gloveWrist
    4=gloveWristOverHair
    5=gloveWristOverBody
    6=gloveBelowMailArm
    7=gloveWristBelowWeapon
    [hair]
    0=hairOverHead
    1=hair
    2=hairBelowBody
    3=hairBelowHead
    [longcoat]
    0=mailChestOverHighest
    1=mailArm
    2=mailChest
    3=mailChestOverPants
    4=mailChestBelowPants
    5=pantsOverShoesBelowMailChest
    6=backMailChest
    7=capeBelowBody
    8=mailArmOverHair
    9=pantsOverMailChest
    10=mailChestTop
    11=pantsBelowShoes
    12=accessoryFaceOverFaceBelowCap
    13=pants
    14=backWing
    15=gloveWristOverHair
    16=capAccessoryBelowBody
    [pants]
    0=pants
    1=pantsBelowShoes
    2=pantsOverShoesBelowMailChest
    3=pantsOverMailChest
    [shield]
    0=shieldBelowBody
    1=shield
    [shoes]
    0=shoes
    1=shoesOverPants
    2=shoesTop
    3=gloveWristBelowMailArm
    4=pantsOverMailChest
    5=capAccessoryBelowBody
    6=mailChestTop
    7=weaponOverBody
    and boy there are some odd balls in there.

    for my new display its now being displayed based off the z value and not mix of canvas name and z value.


    i have no idea what your talking about with width and height = 1 cause i dont deal with those dimensions but my xml dump isnt from harepack. just use that program to see better what the heck is inside the xml

    weapons are going to be a little tricky cause nx weapons arent stored normally but with a simple check for parent node should be simple enough right???? LOL :p

  7. #7
    I'm overrated. Fraysa is offline
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    Re: [DEV]Character Display v170+

    can anyoen expaklin what is character display/ GD meaning?

  8. #8
    Infraction Baɴɴed holthelper is offline
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    Re: [DEV]Character Display v170+

    Quote Originally Posted by Fraysa View Post
    can anyoen expaklin what is character display/ GD meaning?
    that my friend is what you see on website to see what characters in game look like hence the name character display.

    GD is the library php uses to manipulate images in a single canvas like the canvas tag in html5. GD doesnt have a official meaning but widely accepted as Graphic Draw.
    Last edited by holthelper; 14-04-16 at 07:21 PM.

  9. #9
    I'm overrated. Fraysa is offline
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    Re: [DEV]Character Display v170+

    Quote Originally Posted by holthelper View Post
    that my friend is what you see on website to see what characters in game look like hence the name character display.

    GD is the library php uses to manipulate images in a single canvas like the canvas tag in html5. GD doesnt have a official meaning but widely accepted as Graphic Draw.
    oh i see

    anyways why is it so hard to make it work? i mean i've never seen a real ranking page with real images of characters that displays everything
    seems so easy 2 do

  10. #10
    Infraction Baɴɴed holthelper is offline
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    Re: [DEV]Character Display v170+

    Quote Originally Posted by Fraysa View Post
    oh i see

    anyways why is it so hard to make it work? i mean i've never seen a real ranking page with real images of characters that displays everything
    seems so easy 2 do
    so it would seem

    heres an example k since i know you worked on a NPC script. why not make 1 massive file for all NPC chat. you can do that right, yes, just its pointless cause everytime a player interacts with a npc that massive file has to be loaded and depending on the person its loaded into memory or loaded everytime that npc is interacted. still you get hit with a performance hit regardless.

    same thing applys with ours display system. the individual img folders have to be created for every single item possible a character can wear. now we condense that information even further by only extracting what we need to display those images correctly. for me i condensed the 654MB character.wz file into 29MB *not including weapons*. again seems easy enough but the thing is all the information you need to gather to display these images correctly isnt always straight forward. theres uols and source nodes you have to deal with so not all directories are made equal.

    thats just getting the information, displaying it is a different ball game cause certain items block others and other items go over another but with a different id that order is now switched? you have to understand the format that the character.wz is in to get the information you need and to then display that as if the client would in game.

    seems easy yea but VERY VERY time consuming to get it like the client...

    look at my z value dump a couple posts ago and thats how the character order is supposed to be. but youll notice that yes there are some that are obvious but there are some that are a little out there so further testing is required.

  11. #11
    Infraction Baɴɴed holthelper is offline
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    Re: [DEV]Character Display v170+

    creaked it for weapons so now i can gather both regular and NX weapons.

    heres 1 of the extracted information but both types:
    regular
    Code:
    [info]
    id=1212000
    vslot=Wp
    stand=1
    [weapon]
    1.x=-12
    1.y=53
    1.z=weapon
    1.image="iVBORw0KGgoAAAANSUhEUgAAAFkAAAAgCAYAAAB5JtSmAAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADsMAAA7DAcdvqGQAAAHISURBVGhD7ZnRkYMwDETpiRZoIbXQAi1cC9cCLdBCWrgWOK1s6WTOAWfifGXfzMbYkA/eaJyMNZBu7DnkDahcYNc5pBP7tm1J8LLtw13Gr+8Uiu6CygXDNKvkff/ZV/lEcBfPpEdJKybMR1TxMN6SZK1iMSuiTbauUXQzSaiMAOM8z3ptqOgpiYZcVvPzqGRkWRYV53uxVbJsF+JYRWNkJbdjkuBTsTkq2UVnybZtqGwKfohLRMZx9GB+rOa4phWN8N9FFRcWpZrYmLhV5DWg1/e7lC4qOM9x45OJIk6lSiJx7ez+cf0jiC9fSK2IJY0U4i6kIqQRl0ap/SjEUWofCnFRakUseQIXdyEVIY0U4ii1D4W4KLUiljRSiLuQipBGXBql/qf28nF+vGfYuoZS67gEI8+Bz8MBSZEotSKWCOlM1DKl89J1XVUSTqAQrAFInKbpTCpCAumQWeR528QOocebHlDrMzkAslmt7bhgawJan0pFi2RgWwSEW0Xrd0kTXsEuGA1BqWIDW4ZVs8kN3QHSgFatN/5yIzBuFw/EUvKTqGDI9SYg+lQiGG0V+/HLIS/wJxcVLDkIJp3wioXgMCdvgHK7MQy/QTHek4x1B9UAAAAASUVORK5CYII="
    nx
    Code:
    [info]
    id=1701000
    vslot=Wp
    [weapon]
    1.x=16
    1.y=36
    1.z=weaponOverArm
    1.image="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"
    2.x=8
    2.y=41
    2.z=weaponWristOverGlove
    2.image="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"
    now my full attention is on the z order so if anyone that can help please email me so i can use a database to further get the order right.

  12. #12
    Infraction Baɴɴed holthelper is offline
    MemberRank
    Apr 2008 Join Date
    1,765Posts

    Re: [DEV]Character Display v170+

    with a few extra lines of code i can now do either ini files or json files
    Code:
    	private function saveINI($wz, $id, $array) {
    		$string = NULL;
    		foreach( $array as $imgdir => $values) {
    			$string .= "[".$imgdir."]\n";
    			foreach( $values as $key => $value) {
    				$string .= $key."='".$value."'\n";
    			}
    		}
    		$file = fopen("php/".implode("/", array($wz, $id)).".ini", "w+");
    		fwrite($file, $string);
    		fclose($file);
    	}
    	
    	private function saveJSON($wz, $id, $array) {
    		$file = fopen("js/".implode("/", array($wz, $id)).".json", "w+");
    		fwrite($file, json_encode($array));
    		fclose($file);
    	}
    so now i figure with how powerful jquery is i can better debug the layer issue with ajax calls, since i have yet to have anyone help supply characters.

    when i get this done to my liking expect the option of either using it with html5 or php

  13. #13
    Infraction Baɴɴed holthelper is offline
    MemberRank
    Apr 2008 Join Date
    1,765Posts

    Re: [DEV]Character Display v170+

    update:


    top row is html5
    bottom row is php

    as you can see html5 has more showing cause ive been working on that one more then the php. if i get html5 the way i like i can port it to php easily.

    still looking for people to provide me some characters so i can further get the layering right

  14. #14
    Infraction Baɴɴed holthelper is offline
    MemberRank
    Apr 2008 Join Date
    1,765Posts

    Re: [DEV]Character Display v170+

    found the patterns in the vslots of caps to hide hairs and accessories so now everything back end works.

    all thats left is to get done is the layering and i believe ill be 100% done and it will work for v170 and lower.

    - - - Updated - - -

    heres a teaser as to whats to come


    had to resort to making my own personal localhost server to create and test characters and in the downtime i added a extra feature. dont know if people will use it tho
    Last edited by holthelper; 02-05-16 at 09:39 PM.

  15. #15
    Infraction Baɴɴed holthelper is offline
    MemberRank
    Apr 2008 Join Date
    1,765Posts

    Re: [DEV]Character Display v170+

    havent given up just nothing to report then like 99% done. just working out a few layering placement issues and a small bug back end for stance 1 and 2 images.

    everything will be tested for 142.2... dont have a 172.2 server to test a few extra values that are not in 142



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