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Direct3D hacking programming reversing
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flickering AA3 chams
06-23-2010, 01:23 AM
#1 *_*
Join Date: Apr 2008
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flickering AA3 chams
i thaught id look at D3D.
i grabbed the starter kit and took a little look inside it.
made some MW2 chams which were working out nicely.
loaded AA3 up to make some chams for it but im having problems with them flickering.
if i use only 1 colour or dont wallhack them the work ok but id like chams.
anyone know why it does it or how to fix it?
searched forum with no findings on it
im using SetTexture
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06-23-2010, 01:29 AM
#2 Supreme H4x0|2 Join Date: Jan 2009
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This is what i use:
top
PHP Code:
//-------- D3D Textures ----------// bool bTex = false ; LPDIRECT3DTEXTURE9 texRed ; LPDIRECT3DTEXTURE9 texGreen ; LPDIRECT3DTEXTURE9 texYellow ; LPDIRECT3DTEXTURE9 texBlack ; LPDIRECT3DTEXTURE9 texPurple ; LPDIRECT3DTEXTURE9 texWhite ;
Mid?
PHP Code:
HRESULT GenerateTexture ( IDirect3DDevice9 * pD3Ddev , IDirect3DTexture9 ** ppD3Dtex , DWORD colour32 ) { if( FAILED ( pD3Ddev -> CreateTexture ( 8 , 8 , 1 , 0 , D3DFMT_A4R4G4B4 , D3DPOOL_MANAGED , ppD3Dtex , NULL )) ) return E_FAIL ; WORD colour16 = (( WORD )(( colour32 >> 28 )& 0xF )<< 12 ) |( WORD )((( colour32 >> 20 )& 0xF )<< 8 ) |( WORD )((( colour32 >> 12 )& 0xF )<< 4 ) |( WORD )((( colour32 >> 4 )& 0xF )<< 0 ); D3DLOCKED_RECT d3dlr ; (* ppD3Dtex )-> LockRect ( 0 , & d3dlr , 0 , 0 ); WORD * pDst16 = ( WORD *) d3dlr . pBits ; for( int xy = 0 ; xy < 8 * 8 ; xy ++) * pDst16 ++ = colour16 ; (* ppD3Dtex )-> UnlockRect ( 0 ); return S_OK ; }
DrawIndexPrimitive
PHP Code:
if( D3DChams == true && Eu ) { pDevice -> SetRenderState ( D3DRS_ZENABLE , false ); pDevice -> SetTexture ( 0 , texGreen ); oDrawIndexedPrimitive ( pDevice , PrimType , BaseVertexIndex , MinVertexIndex , NumVertices , startIndex , primCount ); pDevice -> SetRenderState ( D3DRS_ZENABLE , true ); }
EndScene
PHP Code:
if( bTex == false ){ GenerateTexture ( pDevice , & texRed , D3DCOLOR_ARGB ( 255 , 255 , 0 , 0 )); GenerateTexture ( pDevice , & texYellow , D3DCOLOR_ARGB ( 255 , 255 , 255 , 0 )); GenerateTexture ( pDevice , & texGreen , D3DCOLOR_ARGB ( 255 , 0 , 255 , 0 )); GenerateTexture ( pDevice , & texBlack , D3DCOLOR_ARGB ( 255 , 0 , 0 , 0 )); GenerateTexture ( pDevice , & texWhite , D3DCOLOR_ARGB ( 255 , 255 , 255 , 255 )); GenerateTexture ( pDevice , & texPurple , D3DCOLOR_ARGB ( 255 , 160 , 32 , 250 )); bTex = true ; }
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06-23-2010, 01:50 AM
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yeah i could do it like that no bother but chamming it with something like this causes the flickering DWORD dwOldZEnable = D3DZB_TRUE; m_pD3Ddev->SetTexture(0, texYellow); m_pD3Ddev->GetRenderState(D3DRS_ZENABLE, &dwOldZEnable); m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); m_pD3Ddev->DrawIndexedPrimitive(Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount); m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, dwOldZEnable); m_pD3Ddev->SetTexture(0, texGreen); this is what i use in mw2 without problems
if i cant fix it i suppose i would just continue with the 1 colour like yours though
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Last edited by HOOAH07; 06-23-2010 at 02:30 AM .
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06-23-2010, 08:39 PM
#4 Posting Well Join Date: Oct 2009
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it could be your model rec?
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06-23-2010, 09:31 PM
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dont think so to be honest.
works perfect if i dont wallhack it or use only 1 colour.
i searched loads for same problem and i see other people with same problem in different games but no info on how to fix it,
for now will just do it one color until i can think of more ideas.
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°º¤ø„¸ ¨°º¤ø„¸¸„ø¤º°¨ ¸„ø¤º°¨ ¨°º¤ø„¸ MONKEY „ø¤º°¨ „ø¤º°¨ FOREVER `°º¤ø.. .
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