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  1. #16
    supercarz1991's Avatar
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    Code:
    bool Color = true;
    /////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    
    LPDIRECT3DTEXTURE9    texYellow, texRed, texGreen, texBlue, texBlack, texWhite, texPink, texOrange, texLightBlue, texCyan, texPurple, texSteelBlue, texLightSteelBlue, texSalmon, texBrown, texTeal, texLime, texElectricLime, texGold, texOrangeRed, texGreenYellow, texAquaMarine, texSkyBlue, texSlateBlue, texCrimson, texDarkOliveGreen, texPaleGreen, texDarkGoldenRod, texFireBrick, texDarkBlue, texDarkerBlue, texDarkYellow, texLightYellow;
    
    ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    
    HRESULT GenerateShader(LPDIRECT3DDEVICE9 pD3Ddev, IDirect3DPixelShader9 **pShader, float r, float g, float b )
    {
        char szShader[ 256 ];
        ID3DXBuffer *pShaderBuf = NULL;
        sprintf( szShader, "ps.1.1\ndef c0, %f, %f, %f, %f\nmov r0,c0", r, g, b, 1.0f );
        D3DXAssembleShader( szShader, sizeof( szShader ), NULL, NULL, 0, &pShaderBuf, NULL );
        if( FAILED( pD3Ddev->CreatePixelShader((const DWORD*)pShaderBuf->GetBufferPointer(), pShader)) )return E_FAIL;
        return S_OK;
    }
    
    ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    
    if(Color)
            {
             GenerateTexture(pDevice, &texGreen , D3DCOLOR_ARGB(255,0,255,0));
         GenerateTexture(pDevice, &texRed , D3DCOLOR_ARGB(255,255,0,0));
         GenerateTexture(pDevice, &texBlue , D3DCOLOR_ARGB(255,0,0,255));
         GenerateTexture(pDevice, &texOrange , D3DCOLOR_ARGB(255,255,165,0));
         GenerateTexture(pDevice, &texYellow , D3DCOLOR_ARGB(255,255,255,0));
         GenerateTexture(pDevice, &texPink , D3DCOLOR_ARGB(255,255,192,203));
         GenerateTexture(pDevice, &texCyan , D3DCOLOR_ARGB(255,0,255,255));
         GenerateTexture(pDevice, &texPurple , D3DCOLOR_ARGB(255,160,32,240));
         GenerateTexture(pDevice, &texBlack , D3DCOLOR_ARGB(255,0,0,0));
         GenerateTexture(pDevice, &texWhite , D3DCOLOR_ARGB(255,255,255,255));
         GenerateTexture(pDevice, &texSteelBlue , D3DCOLOR_ARGB(255,33,104,140));
         GenerateTexture(pDevice, &texLightSteelBlue, D3DCOLOR_ARGB(255,201,255,255));
         GenerateTexture(pDevice, &texLightBlue , D3DCOLOR_ARGB(255,26,140,306));
         GenerateTexture(pDevice, &texSalmon , D3DCOLOR_ARGB(255,196,112,112));
         GenerateTexture(pDevice, &texBrown , D3DCOLOR_ARGB(255,168,99,20));
         GenerateTexture(pDevice, &texTeal , D3DCOLOR_ARGB(255,38,140,140));
         GenerateTexture(pDevice, &texLime , D3DCOLOR_ARGB(255,50,205,50));
         GenerateTexture(pDevice, &texElectricLime , D3DCOLOR_ARGB(255,204,255,0));
         GenerateTexture(pDevice, &texGold , D3DCOLOR_ARGB(255,255, 215, 0));
         GenerateTexture(pDevice, &texOrangeRed , D3DCOLOR_ARGB(255,255,69,0));
         GenerateTexture(pDevice, &texGreenYellow , D3DCOLOR_ARGB(255,173,255,47));
         GenerateTexture(pDevice, &texAquaMarine , D3DCOLOR_ARGB(255,127,255,212));
         GenerateTexture(pDevice, &texSkyBlue , D3DCOLOR_ARGB(255,0,191,255));
         GenerateTexture(pDevice, &texSlateBlue , D3DCOLOR_ARGB(255,132, 112, 255));
         GenerateTexture(pDevice, &texCrimson , D3DCOLOR_ARGB(255,220,20,60));
         GenerateTexture(pDevice, &texDarkOliveGreen, D3DCOLOR_ARGB(255,188,238,104 ));
         GenerateTexture(pDevice, &texPaleGreen , D3DCOLOR_ARGB(255,154,255, 154));
         GenerateTexture(pDevice, &texDarkGoldenRod , D3DCOLOR_ARGB(255,255, 185, 15 ));
         GenerateTexture(pDevice, &texFireBrick , D3DCOLOR_ARGB(255,255,48,48));
         GenerateTexture(pDevice, &texDarkBlue , D3DCOLOR_ARGB(255,0,0,204));
         GenerateTexture(pDevice, &texDarkerBlue , D3DCOLOR_ARGB(255,0,0,153));
         GenerateTexture(pDevice, &texDarkYellow , D3DCOLOR_ARGB(255,255,204,0));
         GenerateTexture(pDevice, &texLightYellow , D3DCOLOR_ARGB(255,255,255,153));
             GenerateShader( pDevice, &Blue,   0.0f, 0.0f, 1.0f );
         GenerateShader( pDevice, &Orange, 1.0f, 0.5f, 0.0f );
         GenerateShader( pDevice, &Purple, 1.0f, 0.0f, 1.0f );
         GenerateShader( pDevice, &White,  1.0f, 1.0f, 1.0f );
         GenerateShader( pDevice, &Yellow, 1.0f, 1.0f, 0.0f );
                    Color = false;
     
                   
            }
                    if(m_Stride == 32 || m_Stride == 36 || m_Stride == 44 )
                    {
                            pDevice->SetRenderState(D3DRS_ZENABLE, true);
                            pDevice->SetTexture(0, texGreen);
                            pDrawIndexedPrimitive(pDevice,pType D3DparamvalX,nMinIndex,nNumVertices,nStartIndex,nPrimitiveCount);
                            pDevice->SetTexture(0, texRed);
                            pDevice->SetRenderState(D3DRS_ZENABLE, false);
                    }
     
                    ifif(m_Stride == 32 || m_Stride == 36 || m_Stride == 44 )
                    {
                            pDevice->SetRenderState( D3DRS_ZENABLE,false );
                            pDevice->SetRenderState( D3DRS_FILLMODE,D3DFILL_SOLID );
                            pDevice->SetPixelShader( White );
                            pDrawIndexedPrimitive(pDevice,pType D3DparamvalX,nMinIndex,nNumVertices,nStartIndex,nPrimitiveCount);
                            pDevice->SetRenderState( D3DRS_ZENABLE, true );
                            pDevice->SetRenderState( D3DRS_FILLMODE,D3DFILL_SOLID );
                            pDevice->SetPixelShader( Blue );
                           
                    }
     
                    if(if(m_Stride == 32 || m_Stride == 36 || m_Stride == 44 )
                    {
                            SumStride=SumStride+4;
                            pDevice->SetRenderState(D3DRS_ZENABLE,false);
                            pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,false);
                            pDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVDESTCOLOR);
                            pDevice->SetRenderState(D3DRS_ZENABLE,false);
                           
                    }
     
                    ifif(m_Stride == 32 || m_Stride == 36 || m_Stride == 44 )
                    {
                            pDevice->SetRenderState(D3DRS_ZENABLE,false);
                            pDevice->SetRenderState( D3DRS_SRCBLEND, 4 );
                            pDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVDESTCOLOR);
                            pDevice->SetRenderState(D3DRS_ZENABLE,false);
                    }
     
     
            if(opt.d3d.HD)
            {
                                    pDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCCOLOR);
            }
     
            if(opt.d3d.WhiteWalls)
            {
                            pDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCCOLOR);
            }
     
            if(opt.d3d.NoGun)
            {
                    pDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_EQUAL);
            }
    have a blast. Credits to me on 90% of this. Will need modification to work with the dip posted here

    commando: You're probably the best non-coder coder I know LOL


  2. #17
    SpadeCA's Avatar
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    To the wise men:
    Make sure you have a working MID hook or else you'll be crashing like mad.

  3. The Following User Says Thank You to SpadeCA For This Useful Post:

    supercarz1991 (04-08-2012)

  4. #18
    _Variavel_'s Avatar
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    Thanks Friend,good job
    [X] Ser usuario iniciante em C++
    [X] Ser usuario InterMediario em C++
    [ ] Ser usuario Avançado em C++


    Missao :Reconstruino o T K O

  5. #19
    FR1GHT's Avatar
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    @supercarz1991

    This method is complete



  6. #20
    supercarz1991's Avatar
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    Quote Originally Posted by 50-CeNt- View Post

    @supercarz1991

    This method is complete
    i was just giving some more stuff for it, like shaders and more colors

    commando: You're probably the best non-coder coder I know LOL


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