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D3D9 OverLay Chams
Old 08-09-2010, 10:54 PM   #1
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D3D9 OverLay Chams

Can anyone help me with chams that "overlay" a colored texture on the player model, but does not completely overwrite the original model?
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Old 08-09-2010, 10:56 PM   #2
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What do u exactly mean? You mean colouring a player with a texture with for example color blue? or with an texture from a picture?
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Old 08-09-2010, 10:58 PM   #3
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Like, one second..... let me get you a picture of what i mean....

EDIT: LIKE THESE:

http://screensnapr.com/u/hy3bsn.png

It colors the original player model, but you can still see the texture of their armour and stuff.

Last edited by ChamsCoder; 08-09-2010 at 11:04 PM.
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Old 08-09-2010, 11:03 PM   #4
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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
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Old 08-09-2010, 11:06 PM   #5
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Quote:
Originally Posted by HOOAH07 View Post
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.
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Old 08-09-2010, 11:14 PM   #6
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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
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Old 08-09-2010, 11:25 PM   #7
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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.
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Old 08-09-2010, 11:31 PM   #8
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how is it explaining _more_ if you just say exactly the same....
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Old 08-09-2010, 11:34 PM   #9
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OMG THATS SEXY!!! ITS LIKE COLORED GHOST CHAMS!!!

But it's not "overlay" chams, i want to still be able to see the original model at the same time.
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Old 08-09-2010, 11:35 PM   #10
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yeah i know what you mean, like this but in D3d9
sorry i couldn't help you hope you can figure it out
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Old 08-09-2010, 11:36 PM   #11
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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
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Old 08-10-2010, 01:10 AM   #12
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its light.

CoD2 Wrapper Source
Code:
if(chams){
	//Axis
		if((m_Stride==36)&&(Axis1 || Axis2 || Axis3 || Axis4 || Axis5 )){
			
	        f_pD3DDevice->GetRenderState(D3DRS_ZENABLE, &dwOldZEnable); 				
	        f_pD3DDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
		f_pD3DDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
                f_pD3DDevice->SetRenderState( D3DRS_AMBIENT, 0xff0000);//bRed				
                f_pD3DDevice->SetRenderState( D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL );
                D3DMATERIAL9 mtrl;
                ZeroMemory( &mtrl, sizeof( mtrl ) );
                mtrl.Ambient.r = mtrl.Ambient.g = mtrl.Ambient.b = mtrl.Ambient.a = 1.0;
                mtrl.Diffuse.r = mtrl.Diffuse.g = mtrl.Diffuse.b = mtrl.Diffuse.a = 1.0;				
		f_pD3DDevice->SetMaterial( &mtrl );				
		f_pD3DDevice->DrawIndexedPrimitive(Type,BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
		f_pD3DDevice->SetRenderState( D3DRS_AMBIENT, 0xFF00FF00 );//bGreen
		f_pD3DDevice->SetRenderState(D3DRS_ZENABLE, dwOldZEnable);				
		}
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Old 08-10-2010, 01:47 AM   #13
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You need D3DRS_AMBIENT
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Old 08-10-2010, 07:25 PM   #14
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what game is this for??
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Old 08-10-2010, 08:43 PM   #15
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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.
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Old 08-10-2010, 08:53 PM   #16
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Quote:
Originally Posted by fatboy88 View Post
its light.

CoD2 Wrapper Source
Code:
if(chams){
    //Axis
        if((m_Stride==36)&&(Axis1 || Axis2 || Axis3 || Axis4 || Axis5 )){
            
            f_pD3DDevice->GetRenderState(D3DRS_ZENABLE, &dwOldZEnable);                 
            f_pD3DDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
        f_pD3DDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
                f_pD3DDevice->SetRenderState( D3DRS_AMBIENT, 0xff0000);//bRed                
                f_pD3DDevice->SetRenderState( D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL );
                D3DMATERIAL9 mtrl;
                ZeroMemory( &mtrl, sizeof( mtrl ) );
                mtrl.Ambient.r = mtrl.Ambient.g = mtrl.Ambient.b = mtrl.Ambient.a = 1.0;
                mtrl.Diffuse.r = mtrl.Diffuse.g = mtrl.Diffuse.b = mtrl.Diffuse.a = 1.0;                
        f_pD3DDevice->SetMaterial( &mtrl );                
        f_pD3DDevice->DrawIndexedPrimitive(Type,BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
        f_pD3DDevice->SetRenderState( D3DRS_AMBIENT, 0xFF00FF00 );//bGreen
        f_pD3DDevice->SetRenderState(D3DRS_ZENABLE, dwOldZEnable);                
        }
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;
}

if(m_Stride==40 && opt.d3d.glass == 1)
{
pDevice->SetRenderState(D3DRS_ZENABLE,false);
}

if(m_Stride==44 && opt.chams.chams)
{
pDevice->SetRenderState(D3DRS_ZENABLE,false);

if(opt.chams.type==1)// Phantom Chams
{
pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,true);
pDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVDESTCOLOR);
pDevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_INVSRCALPHA);
}
if(opt.chams.type==2)// Ghost Chams
{
pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,true);
pDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVDESTCOLOR);
pDevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_INVSRCCOLOR);
}
if(opt.chams.type==3)
{
pDevice->SetTexture(0,NULL);
}

if(opt.chams.chamsb==0)
pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,255,0,0));
if(opt.chams.chamsb==1)
pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,0,0,255));
if(opt.chams.chamsb==2)
pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,255,255,0));
if(opt.chams.chamsb==3)
pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,0,255,0));
if(opt.chams.chamsb==4)
pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,0,0,0));

pDrawIndexedPrimitive(pDevice,pType,nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE,true);

if(opt.chams.chamsf==0)
pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,255,0,0));
if(opt.chams.chamsf==1)
pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,0,0,255));
if(opt.chams.chamsf==2)
pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,255,255,0));
if(opt.chams.chamsf==3)
pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,0,255,0));
if(opt.chams.chamsf==4)
pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,0,0,0));
Etc, ( Phenom-AMD Multi Select Chams )
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Old 08-10-2010, 09:02 PM   #17
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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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Old 08-10-2010, 09:22 PM   #18
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Originally Posted by disco View Post
He is Blood from |v|PGH. I'm surprised his buddies there couldn't help him.
I am actually not too surprised haha
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Old 08-11-2010, 01:47 PM   #19
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Old 08-11-2010, 03:17 PM   #20
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so, he is asking for help here, then releases it as his own work again?
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