From: CRU1Z1N
Your function i need to know the id's in the first place but the problem im have is i cant read a lot of id's
Uhh that function doesn't need to know any ID's.. That's the point of the function..
I don't write the include by trying to figure out every single ID. What I do is I use the above function and it prints every ID within a specific area. Not only that, but it draws the image of the corresponding ID on screen.
So lets say a lobster was 1024 and in the inventory then I simply do:
T := glGetTexture(InventoryBounds); //InvBox or the box that has the lobster (small box around the lobster)..
DebugTextures(T, 1500, Smart.Graphics); //Would draw a lobster on screen and print 1024..
And then I look at the screen/smart. On the top left corner, it starts to draw the image of a lobster and whatever other items are in the inventory and it will also display the:
size, ID, ColourID, GenericID, Location of the texture, boundaries of the texture (tbox), etc..
Sample image:

See the info it displays for the Compass? It will do the same in RS3 for all textures. The parameter it takes is just an array of textures. How you find those textures is up to you.
T:= glGetTextures(ID);
T:= glGetTextures(IDs);
T:= glGetTextures(Area);
T:= glGetTextures(ID, Area);
T:= glGetTextures(ID, Colour, Tolerance, Area);
T:= glGetTextures(IDs, Colours, Tolerances, Area);
etc… There's like 7-8 of these.. Check the include.