1. Hi, Guest,

    Currently we have three official hacks running. CSGO, Battlefield Hardline and Audition America. Be sure to check them out!

    CSGO - "50 Shades of Gaben" - CSGO Cheat

    Battlefield Hardline Cheat - FREE

    Audition Redbana Hack [ARH Modz]

    More to Come!
    Dismiss Notice
Dismiss Notice
CSGO VIP Cheats now available!! Click here to get a copy!
Dismiss Notice
Want to Shorten Your Long URL? Check out our sister website Tiniurl to solve your needs!

Release D3D Coding(s)

Discussion in 'Soldier Front Hack Downloads' started by SoreBack, Jul 5, 2009.

  1. SoreBack

    SoreBack

    Messages:
    528
    Likes Received:
    42
    Joined:
    Jan 15, 2007
    D3D Coding(s) WITH UBER HAX

    Im just going to point out stuff you should want to know.

    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
    {
     
    {
    [COLOR=#0000bb]pDevice[/COLOR][COLOR=#007700]->[/COLOR][COLOR=#0000bb]SetTexture[/COLOR][COLOR=#007700]( [/COLOR][COLOR=#0000bb]0[/COLOR][COLOR=#007700], [/COLOR][COLOR=#0000bb]Red [/COLOR][COLOR=#007700]); //we colored it red. How'd we get to color it check out the next shizznet under this, chams..[/COLOR]
    }
    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.

    Here, this is how i color in my chams.

    SO it would be:

    Code:
     
    //==================================Defines============================================
    #define ForceRecon (nNumVertices == 83 && nPrimitiveCount == 137 || nNumVertices == 79 && nPrimitiveCount == 105 || nNumVertices == 142 && nPrimitiveCount == 174 || nNumVertices == 278 && nPrimitiveCount == 462 || nNumVertices == 263 && nPrimitiveCount == 290 || nNumVertices == 316 && nPrimitiveCount == 556)
    #define ForceReconAddons (nNumVertices == 432 && nPrimitiveCount == 354 || nNumVertices == 144 && nPrimitiveCount == 136 || nNumVertices == 299 && nPrimitiveCount == 311 || nNumVertices == 167 && nPrimitiveCount == 252 || nNumVertices == 298 && nPrimitiveCount == 506 || nNumVertices == 168 && nPrimitiveCount == 254 || nNumVertices == 860 && nNumVertices == 778 || nNumVertices == 648 && nPrimitiveCount == 710 || nNumVertices == 113 && nPrimitiveCount == 189 || nNumVertices == 142 && nPrimitiveCount == 172 || nNumVertices == 87 && nPrimitiveCount == 90 || nNumVertices == 79 && nPrimitiveCount == 105 || nNumVertices == 84 && nPrimitiveCount == 110 || nNumVertices == 70 && nPrimitiveCount == 70 || nNumVertices == 860 && nPrimitiveCount == 778 || nNumVertices == 85 && nPrimitiveCount == 137)
    #define Mulan (nNumVertices == 118 && nPrimitiveCount == 126|| nNumVertices == 121 && nPrimitiveCount == 180|| nNumVertices == 124 && nPrimitiveCount == 126|| nNumVertices == 295 && nPrimitiveCount == 482|| nNumVertices == 299 && nPrimitiveCount == 452|| nNumVertices == 474 && nPrimitiveCount == 728)
    #define MulanAddons (nNumVertices == 162 && nPrimitiveCount == 200|| nNumVertices == 120 && nPrimitiveCount == 188|| nNumVertices == 167 && nPrimitiveCount == 276|| nNumVertices == 108 && nPrimitiveCount == 198|| nNumVertices == 512 && nPrimitiveCount == 728|| nNumVertices == 790 && nPrimitiveCount == 881|| nNumVertices == 619 && nPrimitiveCount == 800|| nNumVertices == 399 && nPrimitiveCount == 532|| nNumVertices == 402 && nPrimitiveCount == 580|| nNumVertices == 102 && nPrimitiveCount == 170|| nNumVertices == 125 && nPrimitiveCount == 98|| nNumVertices == 116 && nPrimitiveCount == 128|| nNumVertices == 160 && nPrimitiveCount == 174) 
    //========================================================
    
    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:

    Code:
     
    //======================================================================================================================================================================================================================================================================================================================//
    HRESULT GenerateTexture(IDirect3DDevice8 *pD3Ddev, IDirect3DTexture8 **ppD3Dtex, DWORD colour32)
    {
    if( FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex)) )
    return E_FAIL;
     
    WORD colour16 = ((WORD)((colour32>>28)&0xF)<<12)
    |(WORD)(((colour32>>20)&0xF)<<8)
    |(WORD)(((colour32>>12)&0xF)<<4)
    |(WORD)(((colour32>>4)&0xF)<<0);
     
    D3DLOCKED_RECT d3dlr; 
    (*ppD3Dtex)->LockRect(0, &d3dlr, 0, 0);
    WORD *pDst16 = (WORD*)d3dlr.pBits;
     
    for(int xy=0; xy < 8*8; xy++)
    *pDst16++ = colour16;
     
    (*ppD3Dtex)->UnlockRect(0);
     
    return S_OK;
    }
    //==============================================================================================================
    
    But wait theres more(R.I.P Billy Mayes), you generate the colors but we still dont have it..

    this is where

    Code:
    bool Color = true;
    In Endscene, which is another D3D function we must define these colors :p

    Code:
     
    typedef HRESULT ( WINAPI* oEndScene ) ( LPDIRECT3DDEVICE8 pDevice );
    oEndScene pEndScene;
     
    HRESULT WINAPI myEndScene(LPDIRECT3DDEVICE8 pDevice)
    {
    if(Color)
    { 
    GenerateTexture(pDevice, &Red, D3DCOLOR_ARGB (255 , 255 , 0 , 0 ));
    GenerateTexture(pDevice, &Yellow, D3DCOLOR_ARGB (255 , 255 , 255 , 0 ));
    GenerateTexture(pDevice, &Green, D3DCOLOR_ARGB (255 , 0 , 255 , 0 ));
    GenerateTexture(pDevice, &Blue, D3DCOLOR_ARGB (255 , 0 , 0 , 255 ));
    GenerateTexture(pDevice, &Purple, D3DCOLOR_ARGB (255 , 102 , 0 , 153 ));
    GenerateTexture(pDevice, &Pink, D3DCOLOR_ARGB (255 , 255 , 20 , 147 ));
    GenerateTexture(pDevice, &Orange, D3DCOLOR_ARGB (255 , 255 , 165 , 0 ));
    GenerateTexture(pDevice, &Black, D3DCOLOR_ARGB (255 , 0 , 0 , 0 ));
    GenerateTexture(pDevice, &White, D3DCOLOR_ARGB (255 , 255 , 255 , 255 ));
    Color=false; 
    }
     
    return pEndScene(pDevice);
    }
    
    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

    Cham Code :

    Code:
     
    typedef HRESULT ( WINAPI* oDrawIndexedPrimitive ) ( LPDIRECT3DDEVICE8 pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount );
    oDrawIndexedPrimitive pDrawIndexedPrimitive;
     
    HRESULT WINAPI myDrawIndexedPrimitive(LPDIRECT3DDEVICE8 pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount)
    {
     
    if(chams)
    {
    texnum = (nNumVertices*100000)+nPrimitiveCount; 
    if(m_Stride==40 && 
    (texnum==34900580)|| // Delta Force Head
    (texnum==36100604)|| // Spetsnaz Head
    (texnum==38000658)|| // Spetsnaz Legs
    (texnum==18300268)|| // Spetsnaz Body
    (texnum==36200604)|| // GIGN Head
    (texnum==21200306)|| // GIGN Body
    (texnum==35500568)|| // GSG9 Head
    (texnum==2200024)|| // GSG9 Bangs
    (texnum==8800105)|| // GSG9 Feet
    (texnum==36900650)|| // GSG9 Legs
    (texnum==19600314)|| // GSG9 Body
    (texnum==36700612)|| // SAS Head
    (texnum==8500105)|| // SAS Feet
    (texnum==37000650)|| // SAS Legs
    (texnum==18000274)|| // SAS Body
    (texnum==35300556)|| // KSF Head
    (texnum==7500121)|| // KSF Arms
    (texnum==9200115)|| // KSF Feet
    (texnum==12400168)|| // KSF Hands
    (texnum==30100522)|| // KSF Legs
    (texnum==18700288)|| // KSF Body
    (texnum==40900594)|| // ARTC Head
    (texnum==11700190)|| // ARTC Arms
    (texnum==9100118)|| // ARTC Feet
    (texnum==12500170)|| // ARTC Hands
    (texnum==37000634)|| // ARTC Legs
    (texnum==41700516)|| // ARTC Body
    (texnum==19400260)|| // ROKMC Body
    (texnum==37900592)|| // ROKMC Head
    (texnum==36500642)|| // ROKMC Legs
    (texnum==44800776)|| // SRG Head
    (texnum==15900200)|| // SRG Left Arm
    (texnum==10500168)|| // SRG Right Arm
    (texnum==80401016)|| // SRG Body
    (texnum==10000121)|| // SRG Feet
    (texnum==13200180)|| // SRG Hands
    (ForceRecon)|| // ForceRecon
    (Mulan)||
    (texnum==33800534)) // SRG Leg
     
    {
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    pDevice->SetTexture(0,Yellow);
    pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    pDevice->SetTexture(0,Red);
    }
     
    if (nNumVertices == 213 && nPrimitiveCount == 174) // M67 Grenade =============== //
    {
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    pDevice->SetTexture(0,Red);
    pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    pDevice->SetTexture(0,Green);
    }
    if (nNumVertices == 158 && nPrimitiveCount == 131) // Flashbang =============== //
    {
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    pDevice->SetTexture(0,Red);
    pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    pDevice->SetTexture(0,Green);
    }
    if (nNumVertices == 171 && nPrimitiveCount == 143) // Smoke Grenade =============== //
    {
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    pDevice->SetTexture(0,Red);
    pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    pDevice->SetTexture(0,Blue);
    }
    if (nNumVertices == 271 && nPrimitiveCount == 257) // VX Grenade =============== //
    {
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    pDevice->SetTexture(0,Red);
    pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    pDevice->SetTexture(0,Blue);
    }
    if (nNumVertices == 338 && nPrimitiveCount == 339) // RGD-5 Grenade =============== //
    {
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    pDevice->SetTexture(0,Red);
    pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    pDevice->SetTexture(0,Yellow);
    }
     
     
     
    if (m_Stride==40 && // Equipment =============== //
    (texnum==13200212)|| // Delta Force Helmet
    (texnum==13200212)|| // Delta Force Helmet 2
    (texnum==34700538)|| // Delta Force Gas Mask
    (texnum==19500352)|| // Delta Force Balaclava
    (texnum==84900778)|| // Delta Force Clan BDU
    (texnum==27500442)|| // Delta Force Body Armor
    (texnum==42800576)|| // Delta Force Body Armor 2
    (texnum==52100658)|| // Delta Force Tactical Vest
    (texnum==12200196)|| // Spetsnaz Helmet
    (texnum==27100464)|| // Spetsnaz Gas Mask
    (texnum==33600552)|| // Spetsnaz Body Armor
    (texnum==44100646)|| // Spetsnaz Tactical Vest
    (texnum==17800292)|| // GIGN Red Bandana
    (texnum==21300290)|| // GIGN Helmet
    (texnum==2800036)|| // GIGN Helmet Lens
    (texnum==35700558)|| // GIGN Gas Mask
    (texnum==22100396)|| // GIGN Balaclava
    (texnum==29700492)|| // GIGN Body Armor
    (texnum==11200188)|| // ROKMC Beret
    (texnum==12000194)|| // ROKMC Helmet
    (texnum==29800450)|| // ROKMC Gas Mask
    (texnum==27100394)|| // ROKMC Body Armor
    (texnum==28700374)|| // ROKMC X Harness
    (texnum==34700470)|| // ROKMC X Harness
    (texnum==5100056)|| // ROKMC Pouch
    (texnum==9900163)|| // ROKMC Left Arm
    (texnum==18300163)|| // ROKMC Right Arm
    (texnum==16400266)|| // GSG9 Red Bandana
    (texnum==16200243)|| // GSG9 Helmet
    (texnum==31900466)|| // GSG9 Gas Mask
    (texnum==19300342)|| // GSG9 Balaclava
    (texnum==83600752)|| // GSG9 Clan BDU
    (texnum==33400477)|| // GSG9 Body Armor
    (texnum==10500163)|| // GSG9 Rolled Up Sleeves
    (texnum==38100666)|| // GSG9 Tactical Knee Pads
    (texnum==9600172)|| // SAS Boonie Hat
    (texnum==14200236)|| // SAS Helmet
    (texnum==37800552)|| // SAS Gas Mask
    (texnum==28100486)|| // SAS Balaclava
    (texnum==62400752)|| // SAS Clan BDU
    (texnum==27900456)|| // SAS Body Armor
    (texnum==45700654)|| // SAS Tactical Vest
    (texnum==39800532)|| // SAS Tactical Vest 2
    (texnum==9200100)|| // SAS Holster
    (texnum==4800040)|| // SAS Magazine Pouch
    (texnum==4000044)|| // SAS Pouch
    (texnum==6500110) || // KSF Boonie Hat
    (texnum==12900208)|| // KSF Helmet
    (texnum==29600448)|| // KSF Gas Mask
    (texnum==31100398)|| // KSF Sunglasses
    (texnum==84700776)|| // KSF Clan BDU
    (texnum==600004)|| // KSF Clan BDU Logo
    (texnum==36500606)|| // KSF Body Armor
    (texnum==63100646)|| // KSF Tactical Vest
    (texnum==19800163)|| // KSF Rolled Up Sleeves
    (texnum==7000066)|| // KSF Holster
    (texnum==10400190)|| // SRG Beret
    (texnum==23800294)|| // SRG Deer Head
    (texnum==11600180)|| // SRG NIJ IIIA Helmet
    (texnum==17100278)|| // SRG Red Bandana
    (texnum==14600198)|| // SRG Battle Cap
    (texnum==18200266)|| // SRG Helmet
    (texnum==19100106)|| // SRG Gas Mask
    (texnum==54300350)|| // SRG Sunglasses
    (texnum==30800380)|| // SRG Mid Class Sunglasses
    (texnum==79300995)|| // SRG Clan BDU 1
    (texnum==13300138)|| // SRG Clan BDU 2
    (texnum==300001)|| // SRG Clan BDU 3
    (texnum==1200012)|| // SRG Clan BDU Logo
    (texnum==10900110)|| // SRG Bulletproof Vest
    (texnum==6200064)|| // SRG Holster
    (ForceReconAddons)||
    (MulanAddons)||
    (texnum==22700250)) // SRG Pouch
    {
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    pDevice->SetTexture(0,Green);
    pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    pDevice->SetTexture(0,Blue);
    }
    if (m_Stride==40 && // Guns =============== //
    (texnum==187200968)|| // GALIL
    (texnum==187200968)|| // GALIL 2
    (texnum==149701124)|| // UZI
    (texnum==193701304)|| // M249
    (texnum==232501431)|| // SIG551
    (texnum==161500751)|| // FA-MAS
    (texnum==107400724)|| // FR-F2
    (texnum==141600900)|| // AN94
    (texnum==145900805)|| // G36C
    (texnum==42200339)|| // K1
    (texnum==23400116)|| // K1 2
    (texnum==17500073)|| // K1 3
    (texnum==3200012)|| // K1 4
    (texnum==2300012)|| // K1 5
    (texnum==71900459)|| // MP5
    (texnum==1800008)|| // MP5 2
    (texnum==20300084)|| // MP5 3
    (texnum==16700083)|| // MP5 4
    (texnum==79100469)|| // M4A1
    (texnum==12000044)|| // M4A1 2
    (texnum==16800062)|| // M4A1 3
    (texnum==2400008)|| // M4A1 4
    (texnum==600002)|| // M4A1 5
    (texnum==12800050)|| // M4A1 6
    (texnum==2600010)|| // M4A1 7
    (texnum==4200014)|| // M4A1 8
    (texnum==1400008)|| // M4A1 9
    (texnum==80600442)|| // M16A2
    (texnum==13400052)|| // M16A2 2
    (texnum==17600066)|| // M16A2 3
    (texnum==5400018)|| // M16A2 4
    (texnum==46200348)|| // STEYR_AUG 
    (texnum==27000133)|| // STEYR_AUG 2
    (texnum==4100025)|| // STEYR_AUG 3
    (texnum==1200006)|| // STEYR_AUG 4
    (texnum==400002)|| // STEYR_AUG 5
    (texnum==46800367)|| // PSG-1
    (texnum==9600042)|| // PSG-1 2
    (texnum==18800092)|| // PSG-1 3
    (texnum==16900071)|| // PSG-1 4
    (texnum==3400012)|| // PSG-1 5
    (texnum==800004)|| // PSG-1 6
    (texnum==40500383)|| // K2
    (texnum==15800089)|| // K2 2
    (texnum==2200012)|| // K2 3
    (texnum==7000034)|| // K2 4
    (texnum==60700349)|| // P90
    (texnum==5500033)|| // P90 2
    (texnum==47700227)|| // P90 3
    (texnum==10300047)|| // P90 4
    (texnum==3800014)|| // P90 5
    (texnum==50300349)|| // AK-74
    (texnum==14700071)|| // AK-74 2
    (texnum==13100061)|| // AK-74 3
    (texnum==194501145)|| // MG36
    (texnum==116000670)|| // DESERT EAGLE
    (texnum==182101089)|| // MR73
    (texnum==62500454)|| // REMINGTON M870
    (texnum==95200571)|| // BENELLI M1
    (texnum==40700334)|| // GLOCK 23
    (texnum==71500449)|| // BERETTA M92F
    (texnum==11000044)|| // BERETTA M92F 2
    (texnum==16500075)|| // BERETTA M92F 3
    (texnum==4400020)|| // BERETTA M92F 4
    (texnum==2800014)|| // BERETTA M92F 5
    (texnum==92000543)|| // COLT 45
    (texnum==239001276)) // DRAGONUV
    {
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    pDevice->SetTexture(0,Blue);
    pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    pDevice->SetTexture(0,Green);
    }
    }
    return pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    }
    
    Now ill be explaining a lot... :p

    Remember these:

    Code:
     
    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... :D and in globals we mention chams so it knew what we are talking about...:p

    Then you get to this...

    Code:
     
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    pDevice->SetTexture(0,Yellow);
    pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    pDevice->SetTexture(0,Red);
    
    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.

    The Colors(Just in case you forgot):

    Code:
     
    LPDIRECT3DTEXTURE8 Red;
    LPDIRECT3DTEXTURE8 Yellow;
    LPDIRECT3DTEXTURE8 Green;
    LPDIRECT3DTEXTURE8 Blue;
    LPDIRECT3DTEXTURE8 Purple;
    LPDIRECT3DTEXTURE8 Orange;
    LPDIRECT3DTEXTURE8 Pink;
    LPDIRECT3DTEXTURE8 White;
    LPDIRECT3DTEXTURE8 Black;
    

    Now thats our chams, oh and the guns, you can just modify there colors on the wallhack code right under it.. :p

    SO what i'm trying to say is you can color anything in as long as you have its model recognition.

    Moving on!

    //=====================================================================================================================================================================================================================================================================================================================//

    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

    Code:
     
    typedef HRESULT ( WINAPI* oSetStreamSource ) ( LPDIRECT3DDEVICE8 pDevice, UINT nStreamNumber, LPDIRECT3DVERTEXBUFFER8 pStreamData, UINT nStride );
    oSetStreamSource pSetStreamSource;
     
    HRESULT WINAPI mySetStreamSource(LPDIRECT3DDEVICE8 pDevice, UINT nStreamNumber, LPDIRECT3DVERTEXBUFFER8 pStreamData, UINT nStride)
    {
    if(nStreamNumber==0)
    m_Stride = nStride;
     
    return pSetStreamSource(pDevice, nStreamNumber, pStreamData, nStride);
    }
    
    see, the code that says m_Stride = nStride?

    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 :D


    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
    }
     
     
    [SIZE=2][COLOR=#0000ff][SIZE=2][COLOR=#0000ff]if[/COLOR][/SIZE][/COLOR][/SIZE][SIZE=2][COLOR=#000000](nofog) [/COLOR][/SIZE][SIZE=2][COLOR=#008000][SIZE=2][COLOR=#008000]// if nofog on[/COLOR][/SIZE]
    [/COLOR][/SIZE][SIZE=2]{ [/SIZE][SIZE=2][COLOR=#008000][SIZE=2][COLOR=#008000]// then[/COLOR][/SIZE]
    [/COLOR][/SIZE][SIZE=2]pDevice->SetRenderState(D3DRS_FOGENABLE, [/SIZE][SIZE=2][COLOR=#0000ff][SIZE=2][COLOR=#0000ff]false[/COLOR][/SIZE][/COLOR][/SIZE][SIZE=2]); [/SIZE][SIZE=2][COLOR=#008000][SIZE=2][COLOR=#008000]// Disable the Fog[/COLOR][/SIZE]
    [/COLOR][/SIZE][SIZE=2]} [/SIZE][SIZE=2][COLOR=#008000][SIZE=2][COLOR=#008000]// end of then[/COLOR][/SIZE]
    [/COLOR][/SIZE]if(xray)
    {
    if(m_Stride == Modelrecognition) [COLOR=red]//you can define the stride like this to[/COLOR]        
    {
    m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);   
    [COLOR=red]}[/COLOR]
    [COLOR=#ff0000]}[/COLOR]
     
    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
    
    and the same applys to xray and fullbright :D

    phew a lot of hacks..

    What we've nailed down..

    -Wallhack
    -Chams
    -NoFog
    -Xray
    -FullBright

    whats left?

    Crosshair :p

    in globals we put:

    Code:
     
    float ScreenCenterX = 0.0f;
    float ScreenCenterY = 0.0f;
    bool xhair = false;
    D3DCOLOR redt = D3DCOLOR_XRGB( 255, 0, 0 );
    
    Centering and declaring the xhair.. also giving it the color of red(You also just use the regular red,or whatever color)

    SO here we are back to endscene again :D...

    Code:
     
    if(xhair)
    {
    D3DRECT rec2 = {ScreenCenterX-20, ScreenCenterY, ScreenCenterX+ 20, ScreenCenterY+2};
    D3DRECT rec3 = {ScreenCenterX, ScreenCenterY-20, ScreenCenterX+ 2,ScreenCenterY+20};
    pDevice->Clear(1, &rec2, D3DCLEAR_TARGET,redt, 0, 0);
    pDevice->Clear(1, &rec3, D3DCLEAR_TARGET,redt, 0, 0);
    } 
    
    we're drawing this in endscene... :D where it says redt, you can change to any of the colors we declared.

    But to adding a crosshair we need screenpositioning... we use the d3d function SetViewPort

    Code:
     
    typedef HRESULT (WINAPI* oSetViewport)(LPDIRECT3DDEVICE8 pDevice,CONST D3DVIEWPORT8* pViewport);
    oSetViewport pSetViewport;
     
    HRESULT WINAPI mySetViewport(LPDIRECT3DDEVICE8 pDevice,CONST D3DVIEWPORT8* pViewport)
    {
    ScreenCenterX = ( float )pViewport->Width / 2;
    ScreenCenterY = ( float )pViewport->Height / 2; 
     
    return pSetViewport(pDevice,pViewport);
    }
    
    it just positions it.. and you know whats next.. back to Endscene...

    add the hotkey

    Code:
     
    if (GetAsyncKeyState(VK_F8)&1) // if we click f8
    { xhair = !xhair; } // xhair = on
    
    Now we have

    -WallHack
    -Chams
    -Nofog
    -Xray
    -Fullbright
    -Crosshair

    whats left how about wire frame?
    Code:
     
    typedef HRESULT ( WINAPI* oDrawIndexedPrimitive ) ( LPDIRECT3DDEVICE8 pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount );
    oDrawIndexedPrimitive pDrawIndexedPrimitive, OriginalDrawIndexedPrimitive;
    HRESULT WINAPI myDrawIndexedPrimitive(LPDIRECT3DDEVICE8 pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount)
    {
     
    if(WireFame)
     
    if(m_Stride == modelrecog)
    { // then
     pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
    } // end of then
    
    This can go either in DIP or SetRenderState.. does it matter.. maybe if dip gets detected.

    You will need a model recognition to choose what you want to wireframe like what you want to color..

    remember in globals

    Code:
    int WireFrame;
    and add the hotkey

    Code:
     
    if (GetAsyncKeyState(VK_F3)&1) // if we click f3
    { //then
    wireframe = !wireframe; //wireframe = on
    } // end of then
    
    Now you know whats cool about wire frame.. we can create nosmoke and flash with this...

    But you will need the modelrecognition of the smoke and flash...

    Remember how i said Stride == 40 Renders everything in soldierfront? If we do

    if(m_Stride == 40)
    { // then
    pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
    } // end of then
    [/CODE]

    then everything will be wiredframe..

    Time for uber sexy AsusWallhack

    Globals

    Code:
    int AsusWallhack;
    Code in either SetRenderstate or DIP:

    Example in DIP
    Code:
     
     
    typedef HRESULT ( WINAPI* oDrawIndexedPrimitive ) ( LPDIRECT3DDEVICE8 pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount );
    oDrawIndexedPrimitive pDrawIndexedPrimitive, OriginalDrawIndexedPrimitive;
    HRESULT WINAPI myDrawIndexedPrimitive(LPDIRECT3DDEVICE8 pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount)
    {
     
    if(AsusWallhack)
     
    if([COLOR=#0000bb]Model_rec//for walls[/COLOR][COLOR=#007700])[/COLOR]
    [COLOR=#007700]      {[/COLOR]
    [COLOR=#0000bb]pDevice[/COLOR][COLOR=#007700]->[/COLOR][COLOR=#0000bb]SetRenderState[/COLOR][COLOR=#007700]( [/COLOR][COLOR=#0000bb]D3DRS_SRCBLEND[/COLOR][COLOR=#007700], [/COLOR][COLOR=#0000bb]3 [/COLOR][COLOR=#007700]);[/COLOR]
    [COLOR=#007700]pDevice->[/COLOR][COLOR=#0000bb]SetRenderState[/COLOR][COLOR=#007700]( [/COLOR][COLOR=#0000bb]D3DRS_DESTBLEND[/COLOR][COLOR=#007700], [/COLOR][COLOR=#0000bb]4 [/COLOR][COLOR=#007700]);[/COLOR]
    [COLOR=#0000bb]pDevice[/COLOR][COLOR=#007700]->[/COLOR][COLOR=#0000bb]SetRenderState[/COLOR][COLOR=#007700]( [/COLOR][COLOR=#0000bb]D3DRS_ALPHABLENDENABLE[/COLOR][COLOR=#007700], [/COLOR][COLOR=#0000bb]true [/COLOR][COLOR=#007700]);[/COLOR]
    [COLOR=#007700]      }[/COLOR]
    [COLOR=#007700]}  [/COLOR]
     
    
    then add hotkey

    so now we have

    -WallHack
    -Chams
    -NoFog
    -FullBright
    -Xray
    -NoSmoke(wireFrame)
    -NoFlash(Wireframe)
    -WireFrame(Whole screen)
    -Crosshair
    -Asus Wallhack

    Whats left?

    -NoRecoil
    -NoSpread
    -Shoot with nades
    -ESP(Coming soon)
    -ColorAimbot(Easier now that we have chams)
    -SuperJump


    Coming Soon:
    -Debugging boxes(Sexy)
    -PixelShaderChams(Sexy)
    -Esp(Meh)
    -NoSky(another easy one)

    UPDATE: NoSKy,NOFlash,NoSmoke,NoWater -> D3D Style.

    NoSky:

    Start off with

    Code:
    int nosky;
    we need our globals.

    Now in DIP:

    Code:
     
    if(nosky)
    {
    if(modelrec)
    {
    return D3D_OK
    }
    }
    
    NoFlash:

    Code:
    int noflash;
    In DIP

    Code:
     
    if(noflash)
    {
    if(ModelRec)
    {
    return D3D_OK;
    }
    }
    

    NoSmoke

    int nosmoke;

    in DIP

    Code:
     
    if(nosmoke)
    {
    if(ModelRec)
    {
    return D3D_OK;
    }
    } 
    
    NoWater:

    Code:
     
    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.

    So GLASSWALLS would be:

    Code:
    int GlassWalls;
    in DIP

    Code:
     
    if(GlassWalls)
    {
    if(ModelRec)
    {
    return D3D_OK;
    }
    }
    
    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.

    Now for hooking you will need to use detours..

    Detours: Add this to your source..

    Code:
     
    //==========================================FindPatt======================================================================//
    bool bCompare(const BYTE* pData, const BYTE* bMask, const char* szMask)
    {
    for(;*szMask;++szMask,++pData,++bMask)
    if(*szMask=='x' && *pData!=*bMask) return 0;
    return (*szMask) == NULL;
    }
    //=======================================================================
    DWORD FindPattern(DWORD dwAddress,DWORD dwLen,BYTE *bMask,char * szMask)
    {
    for(DWORD i=0; i<dwLen; i++)
    if (bCompare((BYTE*)(dwAddress+i),bMask,szMask)) return (DWORD)(dwAddress+i);
    return 0;
    }
    //=======================================================================
    void *DetourFunc(BYTE *src, const BYTE *dst, const int len)
    {
    BYTE *jmp = (BYTE*)malloc(len+5);
    DWORD dwBack;
    VirtualProtect(src, len, PAGE_READWRITE, &dwBack);
    memcpy(jmp, src, len); 
    jmp += len;
    jmp[0] = 0xE9;
    *(DWORD*)(jmp+1) = (DWORD)(src+len - jmp) - 5;
    src[0] = 0x90; //50
    src[1] = 0x90; // 58
    src[2] = 0xE9;
    *(DWORD*)(&src[3]) = (DWORD)(dst - src) - 7;
    for (int i=7; i<len; i++) src[i] = 0x90;
    VirtualProtect(src, len, dwBack, &dwBack);
    return (jmp-len);
    }
    
    now how do we use this? Remember we need to define these too!

    Code:
     
    bool bCompare(const BYTE* pData, const BYTE* bMask, const char* szMask);
    DWORD FindPattern(DWORD dwAddress,DWORD dwLen,BYTE *bMask,char * szMask);
    void *DetourFunc(BYTE *src, const BYTE *dst, const int len);
    int D3D8BASE (void);
    int sleepthread2 (void);
    int sleepthread (void);
    
    After that, heres the hook!

    Code:
    //=======================================Vtable Hook====================================================================//
    int D3D8BASE (void)
    {
        HMODULE D3D8BASE = NULL;
        for (;D3D8BASE == NULL;Sleep(100))
        D3D8BASE = LoadLibrary("d3d8.dll");
        DWORD* VTableHook = 0;                  
        DWORD hD3D8 = (DWORD)GetModuleHandle("d3d8.dll");
        DWORD VIRTUALTABLE = FindPattern(hD3D8, 0x128000, (PBYTE)"\xC7\x06\x00\x00\x00\x00\x89\x86\x00\x00\x00\x00\x89\x86", "xx????xx????xx");
        memcpy(&VTableHook, (void*)(VIRTUALTABLE+2), 4);
     
        DWORD dwEndScene                    = VTableHook[35];
        DWORD dwDrawIndexedPrimitive        = VTableHook[71];
        DWORD dwSetStreamSource             = VTableHook[83];
        DWORD dwSetViewport                 = VTableHook[40];
    DWORD dwSetRenderState              = VTableHook[50];
     
     
        pDrawIndexedPrimitive = (oDrawIndexedPrimitive)DetourFunc((PBYTE)dwDrawIndexedPrimitive, (PBYTE)myDrawIndexedPrimitive, 7);
        pSetStreamSource = (oSetStreamSource)DetourFunc((PBYTE)dwSetStreamSource, (PBYTE)mySetStreamSource, 7);
        pEndScene = (oEndScene)DetourFunc((PBYTE)dwEndScene, (PBYTE)myEndScene, 7);
        pSetViewport = (oSetViewport)DetourFunc((PBYTE)dwSetViewport, (PBYTE)mySetViewport, 7);
    pSetRenderState = (oSetRenderState)DetourFunc((PBYTE)dwSetRenderState, (PBYTE)mySetRenderState, 7);
     
        return 0;
    }
     
    BOOL WINAPI DllMain ( HMODULE hDll, DWORD dwReason, LPVOID lpReserved )
    {
        DisableThreadLibraryCalls(hDll);
     
        if ( dwReason == DLL_PROCESS_ATTACH )
        {        
            CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)D3D8BASE, NULL, NULL, NULL);
     
        }
        return TRUE;
    }
    You have everything now.! Heres a source for you to add this into!

    HERES THE SOURCE:

    http://pastebin.com/m4657de24

    View IT

    Credits: Azorbix,Hans,Gordon,Roverturbo,quicktime

    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..

    Time to compare :

    -WallHack
    -Chams
    -NoFog
    -FullBright
    -Xray
    -NoSmoke(wireFrame)
    -NoFlash(Wireframe)
    -WireFrame(Whole screen)
    -Crosshair
    -Asus Wallhack
    -GlassWalls
    -NoFlash
    -NoSmoke
    -NoWater
    -NoSky

    ----------SoreBack Style VS.----------------

    Payhacksites:

    • * Wallhack
    • * Chams
    • * No Fog
    • * See-Through Sniper Scope
    • * Crosshair
    • * Unlimited Ammo
    • * No Recoil
    • * Shoot through Walls - Full range.
    • * Shoot with RGD-5
    • * Shoot with M67
    • * Shoot with VXPoison
    • * No Delay Shoot
    • * Superjump
    • * [COLOR=#ffff00 !important][COLOR=#ffff00 !important]Speed[/COLOR]-Hack[/COLOR]
    • * No Sky
    • * No Smoke
    • * No Smoke
    • * No Flash
    Smartz

    and

    # Player [COLOR=#ffff00 !important][COLOR=#ffff00 !important]Chams[/COLOR] (Blue \ Red)[/COLOR]
    # 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 :D

    # 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:

    [​IMG]
     
    Last edited: Oct 27, 2009
  2. Habbosghacker

    Habbosghacker

    Messages:
    124
    Likes Received:
    2
    Joined:
    Nov 18, 2008
    1st Post
    Nice one :)
     
    Last edited: Oct 16, 2009
  3. gytone1

    gytone1

    Messages:
    42
    Likes Received:
    0
    Joined:
    Mar 27, 2009
    yoh can u tell me where to download visual basic??

    coz i know how to use this... i took a computer science course :D
     
  4. psp

    psp

    Messages:
    237
    Likes Received:
    1
    Joined:
    Nov 22, 2008
    thx men.i wished ill understand them
     
  5. SoreBack

    SoreBack

    Messages:
    528
    Likes Received:
    42
    Joined:
    Jan 15, 2007
  6. gytone1

    gytone1

    Messages:
    42
    Likes Received:
    0
    Joined:
    Mar 27, 2009
    ohh i dont know... is it just the same.. coz we used visual basic at school

    hahaha
     
  7. SoreBack

    SoreBack

    Messages:
    528
    Likes Received:
    42
    Joined:
    Jan 15, 2007
    NO, the syntax is different.. but you can c/p it to the source if you are smarter then the average GzP member.
     
  8. 3k0z

    3k0z

    Messages:
    42
    Likes Received:
    0
    Joined:
    Nov 30, 2008
    this is hella long i dont get this
     
  9. gytone1

    gytone1

    Messages:
    42
    Likes Received:
    0
    Joined:
    Mar 27, 2009
    well u just plug in the codes right??
     
  10. SoreBack

    SoreBack

    Messages:
    528
    Likes Received:
    42
    Joined:
    Jan 15, 2007
    Yea, but remember drawindexedprimitive is detected..
     
  11. gytone1

    gytone1

    Messages:
    42
    Likes Received:
    0
    Joined:
    Mar 27, 2009
    awtz.... so we'll still need to work on it??
     
  12. SoreBack

    SoreBack

    Messages:
    528
    Likes Received:
    42
    Joined:
    Jan 15, 2007
    yea, dont be lazy man, you'll be satisified.. I made it noob proof and if it still doesnt make sense the google can help you.

    Hope this will help get you running

    [​IMG]

    Lol + more...

    in this thread.

    btw guys press thanks or rate the thread so it get s popularity.
     
    Last edited: Jul 5, 2009
  13. gytone1

    gytone1

    Messages:
    42
    Likes Received:
    0
    Joined:
    Mar 27, 2009
    oh w8... we can just do the one you did?? without the detected stuff yet?? right??
     
  14. SoreBack

    SoreBack

    Messages:
    528
    Likes Received:
    42
    Joined:
    Jan 15, 2007
    the ****? lol i guess so? O_O
     
  15. gytone1

    gytone1

    Messages:
    42
    Likes Received:
    0
    Joined:
    Mar 27, 2009
    oh hey... what injector did u use??

    can u send it to me pls?
     
  16. SoreBack

    SoreBack

    Messages:
    528
    Likes Received:
    42
    Joined:
    Jan 15, 2007
    Inject-OR google it, or use any injector that doesnt run in stealth mode.

    I use a private injector.
     
  17. gytone1

    gytone1

    Messages:
    42
    Likes Received:
    0
    Joined:
    Mar 27, 2009
    ohh okie then... w8 1 more question

    how will i make the source... a dll??

    thank you again

    +rep
     
  18. terrence114

    terrence114

    Messages:
    136
    Likes Received:
    1
    Joined:
    Dec 2, 2007
  19. SoreBack

    SoreBack

    Messages:
    528
    Likes Received:
    42
    Joined:
    Jan 15, 2007
  20. katar1989

    katar1989

    Messages:
    51
    Likes Received:
    0
    Joined:
    Nov 25, 2005
    nice man. very nice. will be checking this thread every now and then for updates. +thanks
     

Share This Page