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Direct3D hacking programming reversing
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you mean normal set texture where if its enabled it colours and when disabled it goes back to original texture
or do you mean changing it so the colour is transparent and normal texture is still visible through it?
because their both the same way and its dependent on your RGBA numbers
you mean normal set texture where if its enabled it colours and when disabled it goes back to original texture
or do you mean changing it so the colour is transparent and normal texture is still visible through it?
because their both the same way and its dependent on your RGBA numbers
OHWOW!!!!!
/fpalm
Im going to try to generate the textures with the Alpha channel lowered, if this makes overlay chams im going to be like "WDF!!".. ima feel so dumb lol
EDIT: nope, didn't work... to explain a little more, I want to put a transparent texture on top on the original model, to where i can still see the original player model.
Last edited by ChamsCoder; 08-09-2010 at 11:10 PM.
i could be wrong but i know when i made a menu in C++ for an AA3 engine cheat it was how i achieved it
im wrong i just tried it didnt work for me.
sorry about that.
found this from another site
To use transparent textures in Direct3D is fairly straightforward. Simply create a texture in a format that supports alpha, e.g. tga and load as described above. You then need to turn on transparency by enabling alpha blending before rendering. You should then get transparent textures. SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE); Advanced Note: if you are rendering many semitransparent graphics on top of each other (like in a particle system) you are going to need to sort them back to front before rendering so the blending works in the correct way
Gather a model recognition of individual body parts.
That way you recreate the texture of the face or legs without changing the rest of the body.
This is supported on most engines.
Edit: you could also recreate the original IDirect3DDevice9::GetTexture
For someone using the name chamscoder I am of great disappoint here.. I mean honestly have you searched this? trouble shooted? you are trying to do a very basic thing here. And there is spoon fed info on how to do it also.
As fatboy stated, If you want chams the Chams the chest then the whole body a different color, Multi select the chams kinda like this.
Quote:
if(pDevice->GetStreamSource(0,&Stream,&m_Stride)==D3D_OK)Stream->Release();
// Code here
switch(opt.d3d.fog)//
{
case 1Device->SetRenderState(D3DRS_FOGCOLOR,D3DCOLOR_ARGB(0,0,0,255));break;
case 2Device->SetRenderState(D3DRS_FOGCOLOR,D3DCOLOR_ARGB(0,0,255,0));break;
case 3Device->SetRenderState(D3DRS_FOGCOLOR,D3DCOLOR_ARGB(0,255,0,0));break;
case 4Device->SetRenderState(D3DRS_FOGCOLOR,D3DCOLOR_ARGB(0,160,0,255));break;
case 5Device->SetRenderState(D3DRS_FOGCOLOR,D3DCOLOR_ARGB(0,255,255,255));break;
case 6Device->SetRenderState(D3DRS_FOGCOLOR,D3DCOLOR_ARGB(0,0,0,0));break;
case 7Device->SetRenderState(D3DRS_FOGENABLE, false);break;
}
For someone using the name chamscoder I am of great disappoint here.. I mean honestly have you searched this? trouble shooted? you are trying to do a very basic thing here. And there is spoon fed info on how to do it also.
He is Blood from |v|PGH. I'm surprised his buddies there couldn't help him.
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