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Model logging in customizable game
Old 09-04-2010, 07:04 PM   #1
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Model logging in customizable game

Hi all,

Thanks to everyone that helped me with my previous problem. I have a working hook that uses vtable methods.

Now, my issue is model logging in a customizable game. The players can customize their characters extremely intricately, so I believe that the normal methods of stride, primcount, etc won't work properly.

However, there seems to be a tiny outline "glow" applied to all players, so I was thinking of using that for some type of cham recognition.

I was wondering if anyone had any idea what that would be? Shaders?
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Old 09-04-2010, 07:07 PM   #2

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shell shader

Though sometimes all the clothes/players would be under the same couple of strides, so maybe try that first.
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Old 09-04-2010, 07:14 PM   #3
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the game is apb?
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Old 09-04-2010, 09:22 PM   #4
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the game is apb?

Yeah, game is APB. Just thought it'd be a good start since it has absolutely no hack protection and the company / game are going under anyway.

Last edited by gvxor; 09-04-2010 at 09:34 PM.
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Old 09-05-2010, 10:36 AM   #5
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Quote:
Originally Posted by CallMeEclipse View Post
shell shader

Though sometimes all the clothes/players would be under the same couple of strides, so maybe try that first.
Problem is that you can't do team chams when using one stride.
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Old 09-05-2010, 02:56 PM   #6
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...
Hey,

You could try model rec by texture name? The game most likely stores some textures and I guess some would be downloaded when you connect to a server (the customized, bespoke ones).

Work out how the game does that, then produce model rec based on those textures. You will have to look into how DirectX loads textures and how you can hook it, but I've done this before in ogl.

Also, you may be able to get a simple wall hack working based on Stride, as others have pointed out, lots of similar things are drawn on the same stride...

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