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hi how to u make a universal chams
Old 09-04-2010, 07:13 PM   #1
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Question hi how to u make a universal chams

what is the simple way to make a cham based on d3d8 games which would work in any d3d8 games
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Old 09-04-2010, 07:21 PM   #2
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Old 09-04-2010, 07:23 PM   #3

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Device->SetRenderState( D3DRS_ZENABLE,false );
Device->SetRenderState( D3DRS_FILLMODE,D3DFILL_SOLID );
Device->SetTexture( 0, Color1 );
DrawIndexedPrimitive(Device, Type, BaseVertexIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
Device->SetRenderState( D3DRS_ZENABLE, true );
Device->SetRenderState( D3DRS_FILLMODE,D3DFILL_SOLID );
Device->SetTexture( 0, Color2 );
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Old 09-04-2010, 07:25 PM   #4
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Originally Posted by CallMeEclipse View Post
Device->SetRenderState( D3DRS_ZENABLE,false );
Device->SetRenderState( D3DRS_FILLMODE,D3DFILL_SOLID );
Device->SetTexture( 0, Color1 );
DrawIndexedPrimitive(Device, Type, BaseVertexIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
Device->SetRenderState( D3DRS_ZENABLE, true );
Device->SetRenderState( D3DRS_FILLMODE,D3DFILL_SOLID );
Device->SetTexture( 0, Color2 );
so u only get this code and compile it?
+rep u
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Old 09-04-2010, 08:00 PM   #5
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so u only get this code and compile it?
+rep u
Your being extremely lazy. Your going to need to look into roverturbo's base or the starter kit. Yes that is for chams but you need to get the strides or prims for each game.
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Old 09-04-2010, 10:18 PM   #6
I see what u did there

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strides,numverts,ect are different in every game and have different levels of detail (lod) within the game its self so one of the ways you can use the same executable for multiple games would be to code a ini file class(use search) and load variables for the model rec and cham code or code a interface to enter values. There are tons of cham sources for various games throughout this site.
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Old 09-05-2010, 01:53 AM   #7
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Originally Posted by scrapdizle View Post
strides,numverts,ect are different in every game and have different levels of detail (lod) within the game its self so one of the ways you can use the same executable for multiple games would be to code a ini file class(use search) and load variables for the model rec and cham code or code a interface to enter values. There are tons of cham sources for various games throughout this site.
ok can u gave a link plz i want to hack sf i found ur info very usefull it kind of opend my mind thanks rep
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Old 09-05-2010, 02:19 AM   #8
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Originally Posted by afg View Post
ok can u gave a link plz i want to hack sf i found ur info very usefull it kind of opend my mind thanks rep
go find it yourself. There is a search button.
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Old 09-05-2010, 10:32 PM   #9
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Old 09-05-2010, 11:27 PM   #10
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Old 09-06-2010, 06:32 PM   #11
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what is the simple way to make a cham based on d3d8 games which would work in any d3d8 games
Hey,

Steps are pretty simple, but you will need to grasp C++ and basic programming fundamental if you wish to make any sense of the whole trip. I mean, you can easily put some together using C+P, trial and error, but you won't learn anything.

Here's a basic list of what you need:

1. Some sort of hook on the d3d8 interface, starterkit is probably your best bet. Once you can compile that, you can start messing with the code.

2. Obviously the game is full of different textures, models, sounds, etc. Being able to differentiate the textures you want from others is the logical step in being able to apply modifications to those textures. Depending on the game, you will probably get the best results from using a ready-available texture logger. I would recommend Strife's logger, which can be found through the search.

The application will generate texture information given by drawindexedprimitive. These include numverts, Stride and primcount. Generally, within the logger you have chosen their will be buttons you can use to go through each of the individual textures. The logger will apply cham-effects to them, as it iterates through them.

Please read and learn about how the logger works first.

3. If you've gotten this far and have not been put off, things will get a little harder now. With these collected values per texture, you need to define them (using either pound-defines in C++ or you can just use the direct values in your statements) in order to filter for your given textures.

This will be like:

if(numverts == 9000 && stride == 23 && primcount = 9001)
{
// some cham code shown above in this thread
}


Like I said, things will be easier if you understand C++ and simple programming concepts...

Also: I hope your not a troll

Regards,

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Old 09-06-2010, 06:40 PM   #12

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1. Some sort of hook on the d3d8 interface, starterkit is probably your best bet. Once you can compile that, you can start messing with the code.
In this case (with SF) the starterkit will not work, he will need to go with some serious stuff. This game is fully protected with gamegaurd, not to mention you cant even alt-tab (the dissconnect you for alt-tabbing).
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