Tool for exporting Old School RuneScape environments so they can be used in 3D modeling programs like Blender.

Overview

OSRS Environment Exporter

Tool for exporting Old School RuneScape environments so that they can be used in 3D modeling programs like Blender.

Screenshot of the application

Downloading

Please visit the Releases page to download the application.

We recommend using the latest release unless you are having problems with it.

How to use

If you're on Windows, double click run.bat to launch the application.

If you're on macOS or Linux, open a terminal window, change directory to where you extracted the application, then execute the following command: ./run.

TheSkulled made a lovely tutorial video for the exporter. Give it a watch! πŸ‘€

Troubleshooting

If the application does not run, make sure you have JDK 11 or newer installed.

OpenJDK can be downloaded here.

To check which version of Java you have installed, open Command Prompt (or a terminal window if you're on Linux or macOS) and run the following command:

java --version

Configuration

Config Type Default Value Description
alpha-mode Enum ORDERED_DITHER The type of alpha blending to use. One of BLEND, CLIP, HASH, ORDERED_DITHER, HEX_DOTS, IGNORE.
anti-aliasing Enum MSAA_16 The multisampling depth to use. One of DISABLED, MSAA_2, MSAA_4, MSAA_8, MSAA_16.
check-for-updates Boolean true If enabled, will check for newer versions of the application after the cache chooser screen.
debug Boolean false If enabled, the cache chooser will load the most recently used cache automatically, and a small suite of debug options will be accessible from the toolbar.
fov Double 90.0 The field of view to use for the camera, in degrees, relative to the width of the viewport.
fps-cap Int 0 Caps the frame rate (FPS) to the provided value. A value of 0 means no cap.
initial-radius Int 1 The initial radius to load.
initial-region-id Int 15256 The initial region to load.
last-cache-dir String Empty The last cache that was used.
last-checked-for-updates Long 0 The last time an update check was performed, in unix timestamp format. Used to limit the number of requests made to GitHub's servers.
mouse-warping Boolean Varies If enabled, the mouse will warp from one edge to the other if it leaves the window while the camera is being dragged. Disabled by default on MacOS due to permissions requirements, enabled everywhere else.
power-saving-mode Boolean false If enabled, will attempt to keep the idle frame rate as low as possible without impacting usability.
priority-renderer Enum Varies The face-sorting renderer to use. May not actually sort faces. One of GLSL, CPU_NAIVE. Set to CPU_NAIVE on MacOS due to missing compute shader support, and GLSL everywhere else.
sample-shading Boolean false If enabled, tells OpenGL to shade sub-samples in MSAA (OpenGL 4.0+).

Development

Build

./gradlew build

Run

./run

Lint

./gradlew ktlintCheck # check linting
./gradlew ktlintFormat # apply automated linting fixes

Credits

Original idea by Trillion.

Based on @tpetrychyn's OSRS Map Editor.

Using changes from @partyvaper's fork.

Donate

If you would like to financially support the primary developers (@ScoreUnder & @ConnorDY) of the OSRS Environment Exporter, click the button below: 1

Donate

Footnotes

  1. Donating will not guarantee that more time is spent developing this application. ↩

Comments
  • [BUG] Unable to open

    [BUG] Unable to open

    • [x] I am using the latest version of the exporter

    Bug description

    When trying to open the program I get JNI error, when trying to open it from CMD i get "Unable to access Jar file"

    Steps to reproduce

    1. Try to open program
    bug 
    opened by Nguyen-Gmod 4
  • Unity Textures

    Unity Textures

    EDIT: Solved! The solution is to create a new material in Unity and drag and drop it to replace the "rsuntextured" material that causes the terrain to be grayed out. Then the material must be changed to Unitys shader called "Particles > standard surface. This somehow brings back all the colours as it displays in Blender. πŸ™

    Hello, firstly thanks so much this software is incredbly powerful.

    Secondly (and forgive me I'm not super clued up with blender and unity) But after exporting and importing to blender, everything looks perfect.

    1

    However, exporting as FBX (copy) so I have a folder of textures. Only a few object textures get exported. The biggest issue is the terrain not having texture, but instead colours.

    I'm not sure how simple it is, but I can't find any help online. But how am I able to make the terrain textures export so they show up in Unity, like it's displayed in Blender?

    22

    Thank you!

    opened by Tomasdavies 3
  • OSRS-Environment-Exporter violates RuneLite license

    OSRS-Environment-Exporter violates RuneLite license

    First off, this is a nice project and I appreciate the work you have put into it. I see that it uses both the renderer from RuneLite and also some of the cache tooling. While you are allowed to release this under GPL-3, you must also retain the existing BSD-2 license and also release it under that, it is not okay to de-license the code as you are doing. BSD-2 states that the license & header must be included in any redistribution of the work, with or without modification.

    I see that some effort has gone into preserving the licenses on some of the files, particularly the shaders, which I appreciate. There are several other files missed. For example, SpirteLoader, which has 11 identical comments to RL, including this 3-line one: image which makes it obviously a modified work.

    Most of your renderer seems to be modified RL code too, it even has a comment about the plugin from RL which obviously is no longer applicable to it image

    Note that these are just random samples, I think almost everything in cache was just RL with a java to kotlin converter run on it.

    I ask that you reinstate the original license header to each file that is derived from a file in RuneLite.

    Thanks, Adam

    opened by Adam- 3
  • Support double in shaders when OpenGL < 4.0

    Support double in shaders when OpenGL < 4.0

    Resolves the following error:

    controllers.worldRenderer.shaders.ShaderException: 0(33) : error C7532: global type double requires "#version 400" or later
    0(33) : error C0000: ... or #extension GL_ARB_gpu_shader_fp64 : enable
    
            at controllers.worldRenderer.shaders.Shader.compile(Shader.kt:54)
            at controllers.worldRenderer.Renderer.initProgram(Renderer.kt:651)
            at controllers.worldRenderer.Renderer.init(Renderer.kt:287)
            at controllers.worldRenderer.Renderer$initCanvas$glCanvas$1.initGL(Renderer.kt:173)
            at org.lwjgl.opengl.awt.AWTGLCanvas.render(AWTGLCanvas.java:123)
            at controllers.worldRenderer.helpers.Animator$HiResTimerRunnable.callRender(Animator.kt:87)
            at controllers.worldRenderer.helpers.Animator$HiResTimerRunnable.run(Animator.kt:42)
            at java.base/java.lang.Thread.run(Thread.java:833)
    
    bug fix 
    opened by ConnorDY 3
  • [REQUEST] Notify the user when there is a newer version available

    [REQUEST] Notify the user when there is a newer version available

    Use case

    It would be nice if upon launching the exporter, there would be a popup letting the user know that a new version of the exporter is available, and providing a link to download it.

    Solution

    We should check the GitHub Releases API to see if there is a release with a newer version tag than the current version being used.

    API Docs: https://docs.github.com/en/rest/releases/releases#get-the-latest-release

    Alternatives

    There could be cleaner or better ways of doing this check than checking the GitHub Releases API, but I'm not sure...

    Additional context

    N/A

    feature request 
    opened by ConnorDY 3
  • Scale canvas to proper width/height even under high-DPI scaling

    Scale canvas to proper width/height even under high-DPI scaling

    Fix #122

    Requires testing on

    • [X] Linux, normal DPI
    • [X] Linux, high DPI
    • [x] Windows, normal DPI
    • [x] Windows, high DPI
    • [x] MacOS, whatever you can get lmao I don't know if you can turn it off and on
    bug fix 
    opened by ScoreUnder 2
  • [BUG] Does not work on older versions of Java

    [BUG] Does not work on older versions of Java

    Error: A JNI error has occurred, please check your installation and try again Exception in thread "main" java.lang.UnsupportedClassVersionError: AppKt has been compiled by a more recent version of the Java Runtime (class file version 55.0), this version of the Java Runtime only recognizes class file versions up to 52.0

    soo what Version of Java do i need to have downloaded to uses this seen i not updated java in some time as i run Older Builds of Minecraft

    so im mainly asking seen its not listed anywhere on here and google was no help asking what Java runtime version is 55

    bug 
    opened by BorgzPony 2
  • [BUG] Chunks stacking

    [BUG] Chunks stacking

    • [x] I am using the latest version of the exporter

    Bug description

    when exporting in kourend (could be in other places) the chunks stack

    image

    Steps to reproduce

    1. export the chunk 4922
    2. import .gtlf in blender

    The current behavior

    in kourend, could be other places, the chunks stack even if you only enter in one chunk into the exporter image

    The expected behavior

    no stacking image

    bug 
    opened by DoubleMaul 2
  • [BUG] Exported models aren't always rotated properly

    [BUG] Exported models aren't always rotated properly

    • [x] I am using the latest version of the exporter

    Bug description

    Some models have yet another way of storing rotation information, that is, they get an "orientation type" which gets processed at shader time. But that also means it doesn't get exported.

    See https://github.com/ConnorDY/OSRS-Environment-Exporter/pull/86/commits/4a9e01796129b02e219da9de735a703caf1fe3b4 for a nudge on how to implement it

    We should probably bake that in at object load time tbh.

    Steps to reproduce

    1. Export the default scene
    2. Compare the standing armour statues in the corners in blender vs the exporter preview

    The current behavior

    The exporter preview shows it correctly at a 45 degree angle, but the exported model does not.

    2022-08-14-082357455739286

    The expected behavior

    As above, the exported model should also have these things rotated.

    2022-08-14-082105352426986

    bug 
    opened by ScoreUnder 2
  • [BUG] The released binary doesn't run on the newest version of java

    [BUG] The released binary doesn't run on the newest version of java

    This is maybe more of a feature request than a bug report, but java binary provided with this project doesn't run with the newest version of java 8, and to get it running I needed to download an archived version of java 11. It would be nice and more user-friendly to release a binary that works with java 8

    bug 
    opened by h0dgep0dge 2
  • [BUG] Menu unresponsive.

    [BUG] Menu unresponsive.

    OSRS-Enviroment-exporet-2.0..0 Launching version: 22-07-20-rev206.tar.gz

    once booted up. (after downloading all files from the GitHub) the menu does not respond. Export button works fine. (Submitted video in Trillion Discord)

    What does not work:

    • World
    • Edit
    • Help

    what does work:

    • Export
    • Z-layer z0/z1/z2/z3

    Fps remains unknown as I am unable to import any world ID numbers.

    bug 
    opened by W83official 2
  • Color attribute does not export correctly from Blender

    Color attribute does not export correctly from Blender

    Hi folks,

    This is very likely user error or a misunderstanding of Blender but it's worth running past people here.

    Upon exporting the model, everything appears correctly in Blender. However once exported as an fbx model for Unity usage the texture is blank and named rs_untextured.

    Any help on this would be greatly appreciated.

    opened by Britishfrog 0
  • [REQUEST] Online adjustment of models in scene

    [REQUEST] Online adjustment of models in scene

    Use case

    Removing, adding, and moving objects on-scene

    Solution

    mostly tracking existing work too here

    • [x] Draft an interface through which objects can be edited
    • [ ] Polish it
    • [ ] Make a way to remove objects
    • [ ] Make a way to move objects
    • [ ] Make a way to add objects
    • [x] Make a way to select objects by clicking on them in the scene
    • [ ] Add a highlight around selected objects

    Maybe for a later ticket:

    • [ ] Make a way to group objects
    • [ ] Add a highlight around grouped objects
    • [ ] Allow exporting of object groups
    • [ ] Augment existing database of names for objects with external information source?

    Alternatives

    • Manually isolating these models and adjusting their position in a 3d modelling tool
    • Importing individual models and positioning them manually in a 3d modelling tool

    Additional context

    It's something I'm cobbling together slowly rn

    feature request 
    opened by ScoreUnder 0
  • [BUG] Issue with the generation of the

    [BUG] Issue with the generation of the "Color Attribute" node as Blender 3.4 in Cycles

    • [x] I am using the latest version of the exporter

    Bug description

    As of Blender 3.4 the Cycles render engine requires the "Color Attribute" node to have a value selected to properly display the vertex colours in rendered view and will no longer work by default with an empty value. This can be fixed by selecting the value Col in the "Color Attribute" node.

    If someone is not new to Blender they may not realize the issue as it still displays properly in the material preview mode.

    Steps to reproduce

    1. Import any environment into Blender 3.4
    2. Set render engine to Cycles
    3. Set viewport mode to rendered
    4. Notice the lack of colour/shading

    The current behavior

    Currently, there is no value assigned by default when importing an environment. image

    The expected behavior

    The expected behavior is that the value Col is selected in the "Color Attribute" node by default when imported. That will fix the issues. image

    bug 
    opened by LengaJenga 0
  • [REQUEST] Seperate grass / vegetation mesh

    [REQUEST] Seperate grass / vegetation mesh

    Use case

    In Unity when you add a mesh collider for users to explore the map, with it being one giant mesh (aside from the roofs of buildings, the grass and vegetation on the map also get a collider as they cannot be separated. This causes the player to jump overr and bump into each individual blade of grass. If the grass was separate or toggleable then I could remove the collider to allow a smoother walking experience.

    Solution

    Having the grass / flowers / vegetation on a Seperate mesh

    Alternatives

    Additional context

    feature request 
    opened by Tomasdavies 0
  • [REQUEST] Add region and coordinates display

    [REQUEST] Add region and coordinates display

    Use case

    I think it would be handy to see the coordinates and region of the location that you're currently viewing. Similar tools such as Explv's Map display similar information and it's quite interesting to be able to see it.

    Solution

    For the region, a simple display of the currently displayed region would be fine. For the coordinates, you could either have it display the coords of the current camera position or of wherever your mouse cursor is pointing.

    For example, the coordinates of the middle of Cerberus' Lair 3 (region ID 5395) is 1241 1251. You can find more examples of this on Explv's Map.

    feature request 
    opened by ipkpjersi 0
  • [REQUEST] Toggle option for doors or to have doors open or closed.

    [REQUEST] Toggle option for doors or to have doors open or closed.

    Use case

    Removing or opening/closing a door that has exported is difficult. It requires precise selection of the door without select.

    I'm always frustrated when I am removing a door by editing a giant mesh

    Solution

    Toggle option for door position when exporting.

    Alternatives

    Toggle option for doors as a whole when exporting. Doors and probably other props to be exported as a separate object.

    Additional context

    Unprofessional joke: When is a door not a door? When it is 'AJAR!'! HA

    feature request 
    opened by TheSkulled 1
Releases(2.4.0)
  • 2.4.0(Dec 19, 2022)

    :sparkles: Enhancements

    • Add hexagon-packed dots mode to alpha types – #158 @ScoreUnder

    • Tweak loader code to support new cache versions – #160 @tpetrychyn

    :wrench: Maintenance

    • Acknowledge RuneLite license in applicable sources and distributed binaries – #155 @ScoreUnder

    • Improve error reporting in shader code – #144 @ScoreUnder

    :book: Documentation

    • Include LICENSE, README.md, and CHANGELOG.md in packaged releases – #156 @ConnorDY
    Source code(tar.gz)
    Source code(zip)
    osrs-environment-exporter-2.4.0.zip(12.65 MB)
  • 2.3.0(Sep 12, 2022)

    :sparkles: Enhancements

    • Added fly speed modifier keys (1-9) – #118 @ScoreUnder

    • Added progress bars for long world load operations – #117 @ScoreUnder

    • Support huge regions when exporting to glTF (even if preview doesn't yet support it) – #135 @ScoreUnder

      • Divide exported glTF into regions.
      • Apply terrain colour automatically.
      • Give exported nodes and materials sensible names.
    • Load the user's chosen region in the centre of the radius, rather than the northeast – #135 @ScoreUnder

    • Merge region load by ID and region search dialogs – #137 @ScoreUnder

    • Make camera FOV adjustable – #141 @ScoreUnder

    • Add Tombs of Amascut locations to Location Search – #146 @LengaJenga

    • Add a command-line interface for scriptable exporting – #139 @ScoreUnder

    :bug: Bug Fixes

    • Fix a potential process lingering issue when the renderer fails to load – #119 @ScoreUnder

    • Fix camera flickering when mouse warping is enabled but the warp destination is outside of the screen – #124 @ScoreUnder

    • Scale canvas correctly even under high-DPI modes – #125 @ScoreUnder

    • Allow the user to specify a wider range of region IDs (our initial assumptions were too restrictive) – #136 @ScoreUnder

    • Fix texture brightness changing between multiple exports in the same session – #138 @ScoreUnder

    • Fix jitter when moving in power saving mode, and camera axis lock when moving slowly – #140 @ScoreUnder

    :wrench: Maintenance

    • De-duplicate entries in the locations list, merging different landmarks that exist in the same place – #142 @ScoreUnder
      • Make search a little fuzzier to compensate
    Source code(tar.gz)
    Source code(zip)
    osrs-environment-exporter-2.3.0.zip(12.61 MB)
  • 2.2.0(Aug 20, 2022)

    In this release we switched graphics libraries: JOGL has been replaced by LWJGL. Thanks to @ScoreUnder reworking our shaders, the render preview now works fully on MacOS! :apple:

    I'd also like to thank @DoubleMaul, @LengaJenga, and Hexo for beta testing some of these changes. This release would have been super broken on Windows if it weren't for y'all. :purple_heart:

    :sparkles: Enhancements

    • Add MacOS support – #86 @ScoreUnder

      • The renderer is now using LWJGL, which also fixes a couple of weird input/focus issues we were having.
    • Add giants' foundry to location search – #88 @ConnorDY

      • Also removed duplicate locations and added numbers for locations that span multiple regions.
      • Special thanks to Uber (@LengaJenga) for reporting that this location was missing.
    • Add mouse warping and antialiasing settings – #86 @ScoreUnder

    • Add option to choose render sorter, which may fix buggy previews on some machines – #86 @ScoreUnder

      • Also fix shaders exceeding their workgroup size, which caused that issue in the first place.
    • Provide instant feedback when changing settings – #93 @ScoreUnder

    • Include alpha values in exported non-textured faces – #99 @ScoreUnder

      • Fix glTF linter issues along the way.
    • Add alpha blending mode selection – #100 @ScoreUnder

    • Add power saving mode – #111 @ScoreUnder

      • Independent of the frame cap, this will cause the renderer to drop FPS as low as possible while nothing is happening on screen and no input is being given, while hopefully not impacting the feel of the tool.

    :bug: Bug Fixes

    • Fix rotation of certain objects – #98 @ConnorDY

    • Made input smoother when FPS limit is turned on – #97 @ScoreUnder

    • Multiple cache decoding fixes – #106 @ScoreUnder

      • Fix position and rotation of wall-attached objects (shields, coats of arms, windows, torches, etc.).
      • Add normal-merged lighting algorithm, removing the pillow-shaded effect some tiles erroneously had.
    • Fix chunk stacking in export when the preview is not working – #108 (reported in #104) @ScoreUnder

    • Fix some areas not being importable into blender due to division by zero in UV calculation – #110 @ScoreUnder

    • Make sure "Launch" button is not clickable if the cache textbox is empty – #113 @ScoreUnder

    :wrench: Maintenance

    • Optimise glTF export a little – #96 @ScoreUnder
    Source code(tar.gz)
    Source code(zip)
    osrs-environment-exporter-2.2.0.zip(12.55 MB)
  • 2.1.0(Aug 13, 2022)

    :sparkles: Enhancements

    • Provide the option to input a grid of region IDs to load – #79 @ConnorDY & @ScoreUnder

      • Allows more fine-grained control of the regions exported, as well as loading non-square areas.
    • Check if a newer version of the OSRS Environment Exporter is available after the cache chooser screen – #84 @ConnorDY

      • This check can be disabled from the "Preferences" menu.

    :bug: Bug Fixes

    • Fix missing lava textures in the Volcanic Mine – #83 @ScoreUnder
      • Also fix missing torches in Falador and Lumbridge
      • Secret debug menu to help find these problems in the first place??
    Source code(tar.gz)
    Source code(zip)
    osrs-environment-exporter-2.1.0.zip(14.96 MB)
  • 2.0.2(Aug 9, 2022)

    :sparkles: Enhancements

    • Allow setting the initial region ID + radius in config – #74 @ConnorDY
    • Automatically focus on the first input when opening windows – #68 @ConnorDY

    :bug: Bug Fixes

    • Fix colour blending in the wilderness – #75 @ScoreUnder

    :wrench: Maintenance

    • Refactor some colour/brightness-related code – #73 @ScoreUnder
    • Make RegionDefinition tile array elements not nullable – #71 @ScoreUnder
    • Make CalcTileColor a little less mysterious – #70 @ScoreUnder
    • Clean up ColorPalette code by merging RuneLite code into it – #67 @ScoreUnder
    • Combine small and large comp shaders – #65 @ConnorDY
    Source code(tar.gz)
    Source code(zip)
    osrs-environment-exporter-2.0.2.zip(14.93 MB)
  • 2.0.1(Aug 4, 2022)

  • 2.0.0(Jul 30, 2022)

    :sparkles: Enhancements

    • Export using glTF format instead of OBJ/PLY – #28 @ConnorDY

      • Allowed us to enable alpha textures and remove default specularity
      • Removed the need for a Python script that was previously used to convert OBJ to PLY
      • Greatly reduced load times when importing in Blender compared to the old OBJ/PLY format
    • Add new "Location Search" feature – #41 @ConnorDY

      • Allows users to select a location from a searchable list
    • Create a unique, timestamped output directory for each export – #10 @ConnorDY

      • Ensures new exports do not overwrite old ones
    • Reduced load times significantly by implementing negative region caching – d2fd490 @ScoreUnder

      • Load times that would previously take almost a minute are now instantaneous (on our machines)
    • Add a setting for limiting the frame rate – #48 @ScoreUnder & @ConnorDY

      • This can be used to reduce power consumption

    :bug: Bug Fixes

    • Scale models and offset height values when requested – #15 @ScoreUnder

      • This fixed weird height/floating issues seen in areas like Falador or the Slayer Tower
    • Fix buffer underflow when loading certain regions – #44 @ScoreUnder

      • This also made it possible to skip loading regions that would previously cause the tool to crash
    • Load region tile data even when region xtea keys are missing – #49 @ScoreUnder

    • Ensure process exits when all windows are closed – 870d24a @ScoreUnder

    • Include Z-level in tile colour calculation – 752c66c @ScoreUnder

    :wrench: Maintenance

    • Replaced JavaFX with Swing – #52 @ScoreUnder

    • Added a GitHub Workflow for automating and archiving builds – #12 @ScoreUnder

    • Added the automated linting tool, ktlint – #32 @ConnorDY

    • Replaced println() calls with Logback for logging – #19 @ConnorDY

    • Update Gradle to version 7.3.2 – 5f5558 @ScoreUnder

    Source code(tar.gz)
    Source code(zip)
    osrs-environment-exporter-2.0.0.zip(14.92 MB)
Owner
Connor
Connor
Victor Hugo 1 Feb 2, 2022
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