Soldier Front Chams (Numvertices & PrimitiveCount)
How to use Numvertices and Primitives into chams?
Every Characters have each correct modelrec inorder to chams,
Example for PSU Character ModRec logged
1. Define each characters you want to chams for PSU
Code:
2. Then, in Global
Code:
3.In EndScene: for the Color Texture of the character.
Code:
4. In DIP: for the color chams during in-game:
Code:
5. Here's the actual Screeshots:

Credits: FireFox, DarkAppalow, 11Swift11
Every Characters have each correct modelrec inorder to chams,
Example for PSU Character ModRec logged
# Numvertices |# Primitives |
87 | Arms |139| Arms |
79 | Feet |105| Feet |
126| Hands |172| Hands |
370| Legs |740| Legs |
499| Body |624| Body |
523| Head |846| Head |
-----------------------------
87 | Arms |139| Arms |
79 | Feet |105| Feet |
126| Hands |172| Hands |
370| Legs |740| Legs |
499| Body |624| Body |
523| Head |846| Head |
-----------------------------
Code:
#define (Numvertices== 87 && Primitives == 139)//arms
Numvertices== 79 && Primitives == 105 ||//feet
Numvertices== 126 && Primitives ==172 ||//hands
Numvertices== 370 && Primitives ==740 ||//legs
Numvertices== 499 && Primitives ==624 ||//body
Numvertices== 523 && Primitives ==846) //head
Numvertices== 79 && Primitives == 105 ||//feet
Numvertices== 126 && Primitives ==172 ||//hands
Numvertices== 370 && Primitives ==740 ||//legs
Numvertices== 499 && Primitives ==624 ||//body
Numvertices== 523 && Primitives ==846) //head
Code:
LPDIRECT3DTEXTURE9 Bue,Pink;
bool Color = true;
bool chams;
int Primitives;
int Numvertices;
bool Color = true;
bool chams;
int Primitives;
int Numvertices;
Code:
(Color)
{
if
GenerateTexture(pDevice, &Pink, D3DCOLOR_ARGB (255,255,20 ,147));
GenerateTexture(pDevice, &Blue, D3DCOLOR_ARGB (255,0 ,0 ,255));
Color = false;
}
{
if
GenerateTexture(pDevice, &Pink, D3DCOLOR_ARGB (255,255,20 ,147));
GenerateTexture(pDevice, &Blue, D3DCOLOR_ARGB (255,0 ,0 ,255));
Color = false;
}
Code:
LPDIRECT3DVERTEXBUFFER9 Stream;
UINT Offset;
UINT Stride;
if ( pDevice->GetStreamSource(0,&Stream,&Offset,&Stride) == D3D_OK )
{
Stream->Release();
}
if (chams)
...
...
(PSU)
...
...
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDevice->SetTexture(0,Blue);
pDrawIndexedPrimitive(pDevice,Type,BaseIndex,MinIn dex,Numvertices,Startindex,Primitive);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
pDevice->SetTexture(0,Pink);
}
UINT Offset;
UINT Stride;
if ( pDevice->GetStreamSource(0,&Stream,&Offset,&Stride) == D3D_OK )
{
Stream->Release();
}
if (chams)
...
...
(PSU)
...
...
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDevice->SetTexture(0,Blue);
pDrawIndexedPrimitive(pDevice,Type,BaseIndex,MinIn dex,Numvertices,Startindex,Primitive);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
pDevice->SetTexture(0,Pink);
}

Credits: FireFox, DarkAppalow, 11Swift11


