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Chams newbie help...
Old 08-10-2010, 05:59 AM   #1
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Chams newbie help...

lol i can cham h2 and h1 and when i try to cham cod5 why does everything write the stride and vertices right but it turns them invisible instead of color?

if you guys can help great because im going to release it here its nothing special just a for nazi zombies chams just for pratice because i know pb is hard to get around.
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Old 08-10-2010, 07:02 AM   #2

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Punk Buster in Nazi zombies WHAT? I assure you that there is no pb in nazi zombie's.

But your problem is probably that your not generating the color's, this should help you out?

http://www.uc-forum.com/forum/d3d-pr...explained.html

And some model recognition all you will need is the zombies.

CoD:WaW Model Rec
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Old 08-10-2010, 08:53 AM   #3
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Quote:
Originally Posted by Alexak92 View Post
Punk Buster in Nazi zombies WHAT? I assure you that there is no pb in nazi zombie's.

But your problem is probably that your not generating the color's, this should help you out?

http://www.uc-forum.com/forum/d3d-pr...explained.html

And some model recognition all you will need is the zombies.

CoD:WaW Model Rec

Thank you good sir ill check them out and sorry i ment im working with nazi zombies for practice because if i do multi player ill get punk bustered everytime i injected the model logger.
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Old 08-10-2010, 09:03 AM   #4

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fyi there are plenty of non pb servers
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Old 08-10-2010, 11:56 AM   #5
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fyi there are plenty of non pb servers
sweet ! lol well ill have to release them here if i end up getting them to work.
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Old 08-10-2010, 04:32 PM   #6
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Are you using PixelShading or D3DCOLOR?
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Old 08-10-2010, 04:37 PM   #7
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Quote:
Originally Posted by PR0C3SS-1337 View Post
Are you using PixelShading or D3DCOLOR?
You mean pixelshading or textures.
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Old 08-10-2010, 04:39 PM   #8
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Same thing you know that.
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Old 08-10-2010, 04:44 PM   #9
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Quote:
Originally Posted by PR0C3SS-1337 View Post
Same thing you know that.

No....
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Old 08-10-2010, 04:49 PM   #10
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Smile

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Originally Posted by fatboy88 View Post
No....
I'm not going off topic anymore +_+ D3DCOLOR/Texture. ( obviously regarding me saying that imediatly you knew what i was saying, But yet somehow it's not remotely the same )
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Old 08-10-2010, 05:04 PM   #11
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Code:
typedef DWORD D3DCOLOR;
Code:
typedef struct IDirect3DBaseTexture9 *LPDIRECT3DBASETEXTURE9, *PDIRECT3DBASETEXTURE9;
Just to clarify
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Old 08-10-2010, 05:16 PM   #12
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Quote:
Originally Posted by Shad0w_ View Post
Code:
typedef DWORD D3DCOLOR;
Code:
typedef struct IDirect3DBaseTexture9 *LPDIRECT3DBASETEXTURE9, *PDIRECT3DBASETEXTURE9;
Just to clarify
You just proved my point :P My point being the main DWORD call is D3DCOLOR the first thing that came to mind regardless of that iDirectTexture is a generate of the dword D3DCOLOR same thing
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Old 08-10-2010, 05:39 PM   #13
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Quote:
Originally Posted by PR0C3SS-1337 View Post
You just proved my point :P My point being the main DWORD call is D3DCOLOR the first thing that came to mind regardless of that iDirectTexture is a generate of the dword D3DCOLOR same thing
You're making absolutely no sence...

My point was that a D3DCOLOR value ie
Code:
Black
0xFF000000
is totally different to a texture equivalent ie
Code:
Black
0x42, 0x4D, 0x3A, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
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Old 08-10-2010, 05:44 PM   #14
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No no what i'm saying regardless of the IDirecttexture. The first thing that came to mind was the DWORD D3DCOLOR.meaning what i said i still ment the the iDirectTexture.
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Old 08-10-2010, 10:22 PM   #15
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Same thing you know that.
Pretty arrogant.
You just went off dissing a nub when you compared a unsigned long to a array of bytes.

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Old 08-10-2010, 10:43 PM   #16
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Originally Posted by SEGnosis View Post
Pretty arrogant.
You just went off dissing a nub when you compared a unsigned long to a array of bytes.
Who said i was dissing a nub i asked a question said the wrong thing and it started there is nothing arrogant about it?

Pretty moronic for you to say something like that though. My comparison has nothing to do with the array of bytes. It was an honest mistake. Get over it?
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Old 08-10-2010, 10:49 PM   #17
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Who said i was dissing a nub i asked a question said the wrong thing and it started there is nothing arrogant about it?
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That made me laugh..Really..
Refresh your memory?

Quote:
It was an honest mistake.
But you fought it with stupidity like slamming your face against a concrete wall saying that the wall will give in first.
Quote:
iDirectTexture is a generate of the dword D3DCOLOR same thing
:\

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Old 08-10-2010, 10:54 PM   #18
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I think we've come to understand that 1 is not equal to 2 now.
Back on topic.
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Old 08-11-2010, 09:32 AM   #19
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im new at chams but this is what im using to color the chams for cod it worked for both halos ( pc and halo 2 vista)

PHP Code:
Device->SetRenderStateD3DRS_ZENABLE,false );
//pDevice->SetRenderState( D3DRS_FILLMODE,D3DFILL_SOLID );
pDevice->SetPixelShader(sa.sGreen);
oDrawIndexedPrimitive(pDevicePrimTypeBaseVertexIndexMinVertexIndexNumVerticesstartIndexprimCount);
pDevice->SetRenderStateD3DRS_ZENABLEtrue );
//pDevice->SetRenderState( D3DRS_FILLMODE,D3DFILL_SOLID );
pDevice->SetPixelShader(sa.sYellow); 


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Old 08-11-2010, 09:37 AM   #20
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im new at chams but this is what im using to color the chams for cod it worked for both halos ( pc and halo 2 vista)

Device->SetRenderState( D3DRS_ZENABLE,false );
//pDevice->SetRenderState( D3DRS_FILLMODE,D3DFILL_SOLID );

pDevice->SetPixelShader(sa.sGreen);
oDrawIndexedPrimitive(pDevice, PrimType, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
pDevice->SetRenderState( D3DRS_ZENABLE,
true );
//pDevice->SetRenderState( D3DRS_FILLMODE,D3DFILL_SOLID );
pDevice->SetPixelShader(sa.sYellow);
What is your problem exactly?
You mentioned that the model you are trying to cham is turning invisible.
If so, you'll need to post how your creating your pixel shaders.
If however nothing at all is happening then I would first double check you have a correct model recognition.
If it is any concelation, there's nothing wrong with that code, it's pretty standard.
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