Picture then injecting?!

Posts 1–6 of 6 · Page 1 of 1
Picture then injecting?!
hello. do someone know how to add a picture in the dll that shows before injecting. or so i can add the picture in the "game" after injecting, like then i open the menu a picure is there too.

someone know how to do this?
Quote Originally Posted by daavve View Post
hello. do someone know how to add a picture in the dll that shows before injecting. or so i can add the picture in the "game" after injecting, like then i open the menu a picure is there too.

someone know how to do this?
picture or splashscreen? or both? :\
Quote Originally Posted by 'Bruno View Post
picture or splashscreen? or both? :\
idk :P i just want my picture in the game then i press a random key.
Quote Originally Posted by daavve View Post
idk :P i just want my picture in the game then i press a random key.
I would load ur image into a resource file in ur dll otherwise you have to ship the images along w/ the hack as seperate file. Now I believe theres a function called CreateTextureFromFile or something like that in the d3d sdk. just use it to load ur image. then draw the texture like normal.

Heres an example of how to load a texture from a file:
Code:
LPDIRECT3DTEXTURE9 LoadTexture(char* filename, D3DCOLOR transcolor)
{
	//the texture pointer
	LPDIRECT3DTEXTURE9 texture = NULL;

	//the struct for reading bitmap file info
	D3DXIMAGE_INFO info;

	HRESULT result;

	//get width and height srom bitmap file
	result = D3DXGetImageInfoFromFileA(filename, &info);
	if(result != D3D_OK) return NULL;

	//creat texture by loading bitmap file
	D3DXCreateTextureFromFileExA(
		d3ddev,					//Direct3D device object
		filename,				//bitmap filename
		info.Width,				//bitmap image width
		info.Height,			//bitmap image height
		1,						//mip-map levels (1 for no chain)
		D3DPOOL_DEFAULT,		//the type of surface (standard)
		D3DFMT_UNKNOWN,			//surface format (default)
		D3DPOOL_DEFAULT,		//memory class for the texture
		D3DX_DEFAULT,			//image filter
		D3DX_DEFAULT,			//mip filter
		transcolor,				//color key for transparency
		&info,					//bitmap file info (from loaded file)
		NULL,					//color palette
		&texture);				//destination texture

	//make sure file was loaded correctly
	if(result != D3D_OK)return NULL;
	
	return texture;
}
IDirect3DTexture9 Interface (Windows)

U can also use a sprite handler to handle images which may be a lot easier then making ractangles urself and having to worry about SetStreamSource and the like.

A good tutorial on how to use ID3DXSPRITE http://www.toymaker******/Games/html/sprites.html

Yeh I know it looks like a lot, but trust me, using the Sprites are a LOT easier the creating ur own vertex buffers. and since ur only drawing 1 image the performance penalty should be minute.

You can use a little homemade struct like this to keep track of ur coordinates..
Code:
struct Sprite
{
public:
	int x,y;
	int width, height;
	int movex, movey;
	int curframe, lastframe;
	int animedelay, animcount;
};
and then u can simply transfer them to positions when ur about to draw the sprite like so:
Code:
void Draw_Ball()
{
	D3DXVECTOR3 position(0,0,0); //ball position vector
	position.x = (float)ball.x; // Sprite ball;
	position.y = (float)ball.y; //screen coords
	sprite_handler->Draw(
			ball_image, //LPDIRECT3DTEXTURE9
			NULL,
			NULL,
			&position, //LPD3DXVECTOR3
			D3DCOLOR_XRGB(255,255,255)); // color... not really important since ur drawing an image on this sprite
}
Quote Originally Posted by why06 View Post
I would load ur image into a resource file in ur dll otherwise you have to ship the images along w/ the hack as seperate file. Now I believe theres a function called CreateTextureFromFile or something like that in the d3d sdk. just use it to load ur image. then draw the texture like normal.

Heres an example of how to load a texture from a file:
Code:
LPDIRECT3DTEXTURE9 LoadTexture(char* filename, D3DCOLOR transcolor)
{
	//the texture pointer
	LPDIRECT3DTEXTURE9 texture = NULL;

	//the struct for reading bitmap file info
	D3DXIMAGE_INFO info;

	HRESULT result;

	//get width and height srom bitmap file
	result = D3DXGetImageInfoFromFileA(filename, &info);
	if(result != D3D_OK) return NULL;

	//creat texture by loading bitmap file
	D3DXCreateTextureFromFileExA(
		d3ddev,					//Direct3D device object
		filename,				//bitmap filename
		info.Width,				//bitmap image width
		info.Height,			//bitmap image height
		1,						//mip-map levels (1 for no chain)
		D3DPOOL_DEFAULT,		//the type of surface (standard)
		D3DFMT_UNKNOWN,			//surface format (default)
		D3DPOOL_DEFAULT,		//memory class for the texture
		D3DX_DEFAULT,			//image filter
		D3DX_DEFAULT,			//mip filter
		transcolor,				//color key for transparency
		&info,					//bitmap file info (from loaded file)
		NULL,					//color palette
		&texture);				//destination texture

	//make sure file was loaded correctly
	if(result != D3D_OK)return NULL;
	
	return texture;
}
IDirect3DTexture9 Interface (Windows)

U can also use a sprite handler to handle images which may be a lot easier then making ractangles urself and having to worry about SetStreamSource and the like.

A good tutorial on how to use ID3DXSPRITE http://www.toymaker******/Games/html/sprites.html

Yeh I know it looks like a lot, but trust me, using the Sprites are a LOT easier the creating ur own vertex buffers. and since ur only drawing 1 image the performance penalty should be minute.

You can use a little homemade struct like this to keep track of ur coordinates..
Code:
struct Sprite
{
public:
	int x,y;
	int width, height;
	int movex, movey;
	int curframe, lastframe;
	int animedelay, animcount;
};
and then u can simply transfer them to positions when ur about to draw the sprite like so:
Code:
void Draw_Ball()
{
	D3DXVECTOR3 position(0,0,0); //ball position vector
	position.x = (float)ball.x; // Sprite ball;
	position.y = (float)ball.y; //screen coords
	sprite_handler->Draw(
			ball_image, //LPDIRECT3DTEXTURE9
			NULL,
			NULL,
			&position, //LPD3DXVECTOR3
			D3DCOLOR_XRGB(255,255,255)); // color... not really important since ur drawing an image on this sprite
}
thanks but i cant see the ID3DXSPRITE tutotial...
its toymaker(dot)info
Posts 1–6 of 6 · Page 1 of 1
This thread is closed for replies.

Similar Threads

Tags for this Thread

None

Talk with us