ApUsE (03-14-2011),dark4ever1 (03-06-2011)
Thi is tutorial on how to make wall hack , for PB.
First, we need:
DirectX SDK
Logger textures:
Direct3D StarterKit v3.0b (by Azorbix):
Microsoft Visual Studio
Little knowledge of C + +, D3D - _Google_
Customize D3D
The first thing we establish Microsoft Visual Studio and DirectX SDK
Run the program and go to Tools-> Options-> Projects and Solutions> VC + + Directories
Tab in the Show directories for: Select Include files and add the path to our DirectX SD K to the folder \ Include
Doing the same thing for Library Files (.. \ Lib \ x86), Executable files (.. \)
All we can now otkompilit our Direct3D StarterKit v3.0b
Customize Injector'a:
In main.cpp need to change only 1 line:
Code:
Where target_application.exe prescribes the name of your gameCode:# Define APP_EXE "target_application.exe"
For example:
xrEngine.exe, crossfire.exe, pointblank.exe.
Important!
Title. Dll file and the injector should be identical.
How do ordinary vallhak
1. We are looking for a texture that we need using the logger textures.
2. Prescribe them to our Direct3D StarterKit v3.0b in d3d9dev.cpp at the beginning of the file
Example:
Code:
3. Now go to DrawIndexedPrimitiveCode:# Define MyWallhack ((NumVertices == xx & & primCount == xx) | | (NumVertices == xx & & primCount == xx)) bool bWallHack = false;
and add:
Code:
4. Come on in and put EndScene vallhak button enable / disable:Code:if (bWallHack) { if (MyWallhack) { DWORD dwOldZEnable; m_pD3Ddev-> GetRenderState (D3DRS_ZENABLE, & dwOldZEnable); m_pD3Ddev-> SetRenderState (D3DRS_ZENABLE, D3DZB_FALSE); m_pD3Ddev-> DrawIndexedPrimitive (Type, BaseVertexIndex, MinVert exIndex, NumVertices, startIndex, primCount); m_pD3Ddev-> SetRenderState (D3DRS_ZENABLE, dwOldZEnable); } }
Code:
5. injected, go in the game press NUMPAD 1 and see the result.Code:if (GetAsyncKeyState (VK_NUMPAD1) & 1) bWallHack =! bWallHack;
How to remove a wall in a game
There is still easier.
On top of the file add:
Code:
Now in EndSceneCode:bool bFog = false; Code: We go into DrawIndexedPrimitive and add this line: if (bFog) { m_pD3Ddev-> SetRenderState (D3DRS_FOGENABLE, false); }
Code:
You're done! When you press the button in the game NUMPAD2, option will be switched on and off.Code:if (GetAsyncKeyState (VK_NUMPAD2) & 1) bFog =! bFog;
Now, actually what you need to do to Wallhack worked as desired:
At the very beginning of the code d3d9dev.cpp insert:
Code:
Code:unsigned int m_Stride;
Next, go to SetStreamSource and put this out there before the return m_pD3Ddev-> SetStreamSource:
Code:
Code:Code:if (StreamNumber == 0) m_Stride = Stride; Now, instead of first lines of code # define MyWallhack ((NumVertices == xx & & primCount == xx) | | (NumVertices == xx & & primCount == xx)) insert the
That's it! You'll see other players through walls!Code:# Define MyWallhack ((m_Stride == 28))
Now, how to make Wallhack'a Chams:
In the early d3d9dev.cpp prescribes:
Code:
Then, after all bool'ov paste this code:Code:int a = 1;
Code:
We go into BeginScene () and insert these lines before the return m_pD3Ddev-> BeginScene ();:Code:LPDIRECT3DTEXTURE9 Pink; const BYTE bPink [58] = { 0x42, 0x4D, 0x3A, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x00, 0xFF, 0x00 }; LPDIRECT3DTEXTURE9 Blue; const BYTE bBlue [60] = { 0x42, 0x4D, 0x3C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00 };
Code:
Now go to DrawIndexedPrimitive, our volhaku and after the line m_pD3Ddev-> SetRenderState (D3DRS_ZENABLE, D3DZB_FALSE); paste this:Code:if (a == 1) { D3DXCreateTextureFromFileInMemory (m_pD3Ddev, (LPCVO ID) & bPink, 58, & Pink); D3DXCreateTextureFromFileInMemory (m_pD3Ddev, (LPCVO ID) & bBlue, 60, & Blue); a = 0; }
Code:
And after m_pD3Ddev-> SetRenderState (D3DRS_ZENABLE, dwOldZEnable2); this:Code:[COLOR="lime"]m_pD3Ddev-> SetTexture (0, Pink);
Code:
Code:m_pD3Ddev-> SetTexture (0, Blue);
That's all! Chams is ready! xrEngine.exe dll - it Lieb, who Campiglio from D3D (TatniumD3D.vcproj) Injector - is a program that is injected into the game Lieb (main.cpp / TatniumInjector.vcproj) In general, you should have otkompilino: 1 Lieb, you call TatniumD3D . dll and an EXE file, which call TatniumD3D.exe, lozhesh them side by side (in one folder, do not care where) and run TatniumD3D.exe, click OK, start the game, press 1 for an additional (digital) keyboard, but do not forget to turn on NumLock.
Last edited by Scruffy; 03-06-2011 at 02:02 PM.
ApUsE (03-14-2011),dark4ever1 (03-06-2011)
And nop i didnt to copy this from somewhere els.
thats from my own Wallhack . that i coded few days ago
Last edited by irish4; 03-06-2011 at 05:13 AM.
Why you sensored that link? I cant download and search that file If link has censor.
you not allowed to post link , if i do i get ban .you will have to PM me for link
Last edited by irish4; 03-06-2011 at 05:48 AM.