Please stop asking for hacks for this game. GG gets better due to the pubs for this game.. so the a/c is getting better.
As for coding help :
Not sure if im allowed.. but...
its a nub tut but it'lll help yal nubs who just want to c/p.
Tut
:
Quote:
D3D, believe it or not you can color anything in, you want to make a fun little project?
Color the Wallz in Yellow , Red , Green Whatever!
How you say?
Code:
Globals:
int colored walls;
Code:
If(colored walls)//your bool statement in globals
texnum = (nNumVertices*100000)+nPrimitiveCount;//having it in texnums never hurts, unless its just a stride
if(m_Stride == model_rec)//Model Recognition, this recognizes what you want to color in, so we would have to get a Model Recognition logger, go in game and find the Stride for the wall/floor
{
{
pDevice->SetTexture( 0, Red ); //we colored it red. How'd we get to color it check out the next shizznet under this, chams..
}
return pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
}
Theres our colored, whatever :P
Chams however work differently, you have point out whether the person is behind the wall or not, and when in front, and then give it colors... when behind something.
This goes in our defines, new character model recognitions, useful.
Globals: We have to declare something , so the codes know what we're talking about
:
Code:
int m_Stride;
int texnum;
int nNumVertices;
int nPrimitiveCount;
LPDIRECT3DTEXTURE8 Red;
LPDIRECT3DTEXTURE8 Yellow;
LPDIRECT3DTEXTURE8 Green;
LPDIRECT3DTEXTURE8 Blue;
LPDIRECT3DTEXTURE8 Purple;
LPDIRECT3DTEXTURE8 Orange;
LPDIRECT3DTEXTURE8 Pink;
LPDIRECT3DTEXTURE8 White;
LPDIRECT3DTEXTURE8 Black;
bool chams = false;
bool Color = true;
Now, i should've said this before, but when we color in anything we have to declare the colors too.... But whats going to generate these colors??? I mean just because we say it, doesnt mean we have it right?
So to demonstrate how to generate these colors we would use this function:
see how we used GenerateTexture, now you have all your colors(could addd more if you find them(Google))
Btw we will be adding more to endscene.
Now where do we draw this? I might have not pointed this out before, but we would color shit in a D3D Function, known as DrawIndexedPrimitive. All the drawing takes place, like our Colored floors and walls... :P
int m_Stride;
int texnum;
int nNumVertices;
int nPrimitiveCount;
bool chams = false;
The first 4 are different types of model recognitions... Every model, like a player body has a stride, or a Numvertices or Primcount. In Soldierfront case, the Stride is 40, when the Stride is 40, everything would be chammed... but we use numvertices and primcount to point out the things we want colored in. and in all of that, we simplify it to texnums . Most games dont have a stride which recognizes everything like soldierfront and you wont need numverts and primcounts... like crossfire, the player modelrecognition is Stride == 40.
So texnum is
Code:
texnum = (nNumVertices*100000)+nPrimitiveCount;
only use this function when you are useing nNumvertices and primcout.
Now we recognize everything with our texnums and shit... and in globals we mention chams so it knew what we are talking about...:P
This is the wallhack code, all you guys need to know is that we enable buffers and switch them enable to see people behind walls.. and
you see
Code:
pDevice->SetTexture(0,Yellow);
Code:
pDevice->SetTexture(0,Red);
This is how we color our texnums(Model Recognition in)
The first one is behind walls color, the second one, is in front of walls color.. You can change it to any colors we've mentioned in our globals.. since we generated it and declared it.
Now we have our chams... and anything really.... that we want to color in.. but our recognition comes from a different place SetStreamSource :P another d3d Function
Well nStride is apart of a modelrecognition, and we used m_Stride, by saying that they equal each other.. m_Stride in our chams code = nStride.. now you say, why dontwe just use nStride instead? Well we have to use this function to identify or use the model recognition system :P
Now we're almost done, we have to assign it a hotkey.. :P
Back to endscene... Now why is Endscene so important? Because it renders every frame per second :P
To add a hotkey. we would do it like this..
Code:
if (GetAsyncKeyState(VK_F1)&1) // if we click f1
{ chams = !chams; } // chams = on
Now the hotkeys name has to be exactly like it is.. remember we also use if(colored walls) before?
Code:
if (GetAsyncKeyState(VK_F2)&1) // if we click f2
{ colored walls = !colored walls; } // colored walls = on
The hotkeys name has to be the same as the if function and as it is in the globals, thats why we define shit like
bool chams = false;
so we can add a hotkey to chams and recognize it :P
phew that was alot
But theres more(Dam billy mayes)
Want no fog, xray , fullbright?
declare them first like chams.. :P
Code:
int nofog;
int xray;
int fullbright;
Now where we could put this, in DIP, or another D3D function SetRenderState... so you have two options.. put it in dip or SRS :P.. DIP is detected on most games so i'd put it in SetRenderstate, it will help you get used to other functions..
Code:
typedef HRESULT ( WINAPI* oSetRenderState ) ( LPDIRECT3DDEVICE8 pDevice, D3DRENDERSTATETYPE State, DWORD Value);
oSetRenderState pSetRenderState;
HRESULT WINAPI mySetRenderState(LPDIRECT3DDEVICE8 pDevice, D3DRENDERSTATETYPE State, DWORD Value)
{
if(fullbright)
{
pDevice->SetRenderState(D3DRS_LIGHTING, false); //d3d lighting off
pDevice->SetRenderState(D3DRS_AMBIENT,D3DCOLOR_ARGB(255,255,255,255)); // use all colors to glow up the lighting ingame
}
if(nofog) // if nofog on
{ // then
pDevice->SetRenderState(D3DRS_FOGENABLE, false); // Disable the Fog
} // end of then
if(xray)
{
if(m_Stride == Modelrecognition) //you can define the stride like this to
{
m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
}
}
return pSetRenderState(pDevice,State, Value);
}
Now we have three different hacks in SRS(SetRenderState)!
Like before we just have to set a hotkey for it... IN ENDSCENE!
Code:
if (GetAsyncKeyState(VK_F3)&1) // if we click f3
{ //then
nofog = !nofog; //nofog = on
} //end of then
int nowater;
if(nowater)
{
if(ModelRec)
{
return D3D_OK;
}
}
Now for the explanations of each.
they all fall under the same concept. Now for the Model Recognition you have to find it with a Model Rec Logger. You have to find the skys Stride/Numvert/Primcount, the waters stride/numvert/primcount, and the flash(OnScreen) and smoke(visible) stride/numvert/primcount.
So logging them will be tough but it will be worth it. when you logg the smoke and flash bangs, im not talking about them when they are in there canteen, im talking about when your whole screen is flashed, or when smoke has appeared on the screen.
Code:
return D3D_OK;
what this does is
Code:
return 0;
returning 0, means we are removing it, getting rid of it,ect.
the model rec, is the model rec of the walls which is probally easier to find. Returning 0 will only make it invisible TOO YOU. just like how you can only see chams. I dont want people to start getting the idea that you can return D3D_OK on the player rec and become invisible.
See how much paysites make off bullshit?
Btw.. going over some detection.. On Windows XP, Soldierfront Scans DrawIndexedPrimitive so its detected..So chams and Wallhack will have to wait.. for now render all the stuff you can in setrenderstate... Full Screen WireFrame will still help.
remember to hit thanks and rep + took me an hour to make it noob proof
Sticky Plox
SoreBack added 9 Minutes and 15 Seconds later...< --- Please use the edit button in the future--- >
On to the reasons for this, many people keep asking questions on help for hooking and i thought id contribue something...So here it is.. by using this you automatically agree not to use this as a payhack..
# Grenade Chams << Same thing as chams # Player Wireframe << one more line of code # Asus Wallhack # Full Bright # XRay # Crosshairs # No Fog # No Spread # No Recoil # No delay # Unlimited Ammo # Shoot Through Walls # Shoot With RGD-5 # Shoot With M67 # Shoot With FB # Shoot With VX # 5 NEW CROSSHAIRS !!! << the fck?
# No Sky << D3D
# Esp (Compatible to the Max resolution ONLY) <<SprintF/SetTransform # Super Jump see we just found out alot of hacks, for free... and it is not worth it to pay for hacks.
Could you change the thread name to D3D Coding: Wallhacks,Chams,Nofog,FullBright,WireFrame :P
Proof:
Credz to me and soreback i guess. This is a retarded tutorial. So don't get too hype. Its basic knowledge.