Thread: Only Chams

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  1. #1
    Birdshit's Avatar
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    Bugged Chams

    this game is such a buggy pile of shit that I tried 4 different bases and they all come up with the same result, the game *eventually* crashes at vorbisfile.dll or the hack itself... usually on a map load...



    EDIT: IT IS THE GENERATESHADER FUNCTION 100 PERCENT POSITIVE (that causes the crashing)... Im looking right now into a different one, also Ive rebuilt most of it on MagicMan's base, and remains stable for many many games

    EDIT: I have fixed the crashing issue and am currently doing model recognition for each team (any suggestions for colors? I was thinking KPA visible YELLOW, obscured RED and USA visible GREEN and obscured BLUE


    so whatever here it is, good luck NOT crashing constantly.

    EDIT: AND ITS THE GAME FOR SOME REASON!:



    this is what it looks like although Im not gonna get serious with the model recognition until I can fix this crash! I know it has to do with the pixel shaders messing up the game's ability to load textures as the pure empty MagicMan base works for hours and hours, with the only function being to write a string of text on the upper left of the screen... this JoshRose base does run longer than the magicman one with the same code added however... must be the VirtualMethodTableRepatchingLoopToCounterExtension Repatching




    VirusTotal

    Virscan

    and for you COMPLETE noobs out there who dont even know what do do with a DLL file here is a link to many INJECTORS

    https://www.mpgh.net/forum/292-combat...s-updated.html
    Last edited by Margherita; 08-29-2011 at 05:21 PM.








  2. The Following 5 Users Say Thank You to Birdshit For This Useful Post:

    cmc5414 (05-20-2012),Daniel103aa (04-03-2011),helvix (07-21-2015),Tucker20011 (02-01-2016),vaxushti1992 (01-08-2016)

  3. #2
    msr890's Avatar
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    its ur first release lol ... relax... look forward to trying this out though... thanks for the effort

  4. #3
    Birdshit's Avatar
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    Ive been reading and reading so many different websites to try and figure out how to do a WorldToScreen ESP for this but no luck so far its all just snippets that are sabotaged to prevent people like me from copy and pasting them

    using the VTable Hook Base I found in the C++ section off the "other" site:

    main.h:
    Code:
    #define WIN32_LEAN_AND_MEAN
    
    #ifndef _MAIN_H
    #define _MAIN_H
    
    char *GetDirectoryFile(char *filename);
    void __cdecl add_log (const char * fmt, ...);
    void *DetourFunc(BYTE *src, const BYTE *dst, const int len);
    bool RetourFunc(BYTE *src, BYTE *restore, const int len);
    
    #endif
    main.cpp:
    Code:
    //-----------------------------------------------------------------------------------------------------------------------------------
    /****************************************************************
    Coded by: JoshRose
    Type: D3D VTable Base Hook
    Credits: Strife, R4z8r, Zoomgod, Roverturbo and MSDN. Thanks all
    for helping me when i got stuck.
    ****************************************************************/
    //----------------------------------------------------------------------------------------------------------------------------------
    #include <windows.h>
    //----------------------------------------------------------------------------------------------------------------------------------
    #include "Main.h"
    //-----------------------------------------------------------------------------------------------------------------------------------
    #include <mmsystem.h>
    #pragma comment(lib, "winmm.lib")
    //-----------------------------------------------------------------------------------------------------------------------------------
    #include <stdio.h>
    //-----------------------------------------------------------------------------------------------------------------------------------
    #include <fstream>
    //-----------------------------------------------------------------------------------------------------------------------------------
    #include "detours.h"
    #pragma comment(lib,"detours.lib")
    //-----------------------------------------------------------------------------------------------------------------------------------
    #include <d3d9.h>
    #include <d3dx9.h>
    #pragma comment(lib, "d3d9.lib")
    #pragma comment(lib, "d3dx9.lib")
    //-----------------------------------------------------------------------------------------------------------------------------------
    using namespace std;
    //---------------------------------------------------------------------------------------------------------------------------------
    #define HOOK(func,addy) o##func = (t##func)DetourFunction((PBYTE)addy,(PBYTE)hk##func) //Quick Hook using MS Detour
    #define UNHOOK(func,addy) o##func = (t##func)DetourFunction((PBYTE)addy,(PBYTE)o##func) //Quick Unook using MS Detour
    //---------------------------------------------------------------------------------------------------------------------------------
    #define ES  0 //EndScene
    #define DIP 1 //DrawIndexedPrimitive
    #define RES 2 //Reset
    #define CQ 3  //CreateQuery
    #define SSS 4 //SetStreamSource
    //---------------------------------------------------------------------------------------------------------------------------------
    LPDIRECT3DDEVICE9 npDevice; //pDevice is stored here so we can hook through the VTable
    //---------------------------------------------------------------------------------------------------------------------------------
    LPD3DXFONT      g_pFont = NULL; //D3D Font
    LPD3DXLINE      g_pLine = NULL; //D3D Line
    D3DVIEWPORT9    g_ViewPort; //ViewPort
    //---------------------------------------------------------------------------------------------------------------------------------
    //LPDIRECT3DVERTEXBUFFER9 Stream_Data;
    //UINT Offset = 0;
    //UINT Stride = 0;
    unsigned int m_Stride;
    bool Chams;
    
    IDirect3DPixelShader9 *shaderRed;
    IDirect3DPixelShader9 *shaderBlue;
    //---------------------------------------------------------------------------------------------------------------------------------
    
    //---------------------------------------------------------------------------------------------------------------------------------
    typedef HRESULT (WINAPI* tSetStreamSource)(LPDIRECT3DDEVICE9 pDevice,UINT StreamNumber,IDirect3DVertexBuffer9* pStreamData,UINT OffsetInBytes,UINT Stride);
    tSetStreamSource oSetStreamSource;
    
    typedef HRESULT (WINAPI* tEndScene)(LPDIRECT3DDEVICE9 pDevice);
    tEndScene oEndScene = NULL;
    
    typedef HRESULT (WINAPI* tDrawIndexedPrimitive)(LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE PrimType,INT BaseVertexIndex,UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount);
    tDrawIndexedPrimitive oDrawIndexedPrimitive = NULL;
    
    typedef HRESULT(WINAPI* tReset)(LPDIRECT3DDEVICE9 pDevice, D3DPRESENT_PARAMETERS* pPresentationParameters);
    tReset oReset = NULL;
    
    typedef HRESULT (WINAPI* tCreateQuery)(LPDIRECT3DDEVICE9 pDevice, D3DQUERYTYPE Type,IDirect3DQuery9** ppQuery);
    tCreateQuery oCreateQuery;
    //---------------------------------------------------------------------------------------------------------------------------------
    PBYTE HookVTableFunction( PDWORD* dwVTable, PBYTE dwHook, INT Index )
    {
        DWORD dwOld = 0;
        VirtualProtect((void*)((*dwVTable) + (Index*4) ), 4, PAGE_EXECUTE_READWRITE, &dwOld);
    
        PBYTE pOrig = ((PBYTE)(*dwVTable)[Index]);
        (*dwVTable)[Index] = (DWORD)dwHook;
    
        VirtualProtect((void*)((*dwVTable) + (Index*4)), 4, dwOld, &dwOld);
    
        return pOrig;
    }
    //-----------------------------------------------------------------------------------------------------------------------------------
    
    HRESULT GenerateShader( IDirect3DDevice9 *pDevice, IDirect3DPixelShader9 **pShader, float r, float g, float b )
    {
        char szShader[ 256 ];
        ID3DXBuffer *pShaderBuf = NULL;
    	sprintf_s( szShader, "ps_3_0\ndef c0, %f, %f, %f, %f\nmov oC0,c0", r, g, b, 1.0f );
        if( D3DXAssembleShader( szShader, sizeof( szShader ), NULL, NULL, 0, &pShaderBuf, NULL ) == D3D_OK )
            pDevice->CreatePixelShader( ( const DWORD* )pShaderBuf->GetBufferPointer(), pShader );
        else
            return E_FAIL;
    
        return S_OK;
    }   
    //-----------------------------------------------------------------------------------------------------------------------------------
    HRESULT WINAPI hkCreateQuery(LPDIRECT3DDEVICE9 pDevice, D3DQUERYTYPE Type,IDirect3DQuery9** ppQuery)
    {
    	if (m_Stride = 36)
    	{
    if( Type == D3DQUERYTYPE_OCCLUSION )
    {
    Type = D3DQUERYTYPE_EVENT;
    }
    	}
    return oCreateQuery( pDevice, Type, ppQuery );
    }
    //-----------------------------------------------------------------------------------------------------------------------------------
    HRESULT WINAPI hkSetStreamSource(LPDIRECT3DDEVICE9 pDevice,UINT StreamNumber,IDirect3DVertexBuffer9* pStreamData,UINT OffsetInBytes,UINT Stride)
    {
    	if(StreamNumber == 0){
    		m_Stride = Stride;
    	}
    
    	return oSetStreamSource(pDevice, StreamNumber, pStreamData, OffsetInBytes, Stride);
    }
    //-----------------------------------------------------------------------------------------------------------------------------------
    HRESULT WINAPI hkEndScene(LPDIRECT3DDEVICE9 pDevice)
    {
        while(!npDevice) {
            npDevice = pDevice;                       //Here we store pDevice so we can re-hook with a VTable hook later.
        }
    
            if (GetAsyncKeyState(VK_INSERT)&1)
    	{
    		Chams = !Chams;
    	}                                          
        if(g_pFont == NULL) D3DXCreateFont(pDevice, 15, 0, FW_BOLD, 1, 0, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, ANTIALIASED_QUALITY, DEFAULT_PITCH | FF_DONTCARE, "Verdana", &g_pFont); //Create fonts
                                                      
        if(g_pLine == NULL) D3DXCreateLine(pDevice, &g_pLine); //Create lines
    
        pDevice->GetViewport(&g_ViewPort);
    	GenerateShader(pDevice, &shaderBlue, 0.0f, 0.0f, 1.0f);
    	GenerateShader(pDevice, &shaderRed, 1.0f, 0.0f, 0.0f);
        return oEndScene(pDevice);
    }
    //---------------------------------------------------------------------------------------------------------------------------------
    HRESULT WINAPI hkDrawIndexedPrimitive(LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE PrimType,INT BaseVertexIndex,UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount)
    {
    
        //if(pDevice->GetStreamSource(0, &Stream_Data, &Offset, &Stride) == D3D_OK)
        //Stream_Data->Release();
    			if (Chams) 
    	{
    		if ((m_Stride == 36 && ((primCount >= 1000))))//FIX THIS  
    		{
    			pDevice->SetRenderState((D3DRENDERSTATETYPE)0x28, FALSE);
    			pDevice->SetRenderState(D3DRS_LASTPIXEL, TRUE);
    			pDevice->SetRenderState(D3DRS_SPECULARENABLE, TRUE);
    			pDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
    			pDevice->SetRenderState(D3DRS_COLORVERTEX, TRUE);
    			//
    			pDevice->SetRenderState( D3DRS_ZENABLE, D3DZB_FALSE );
    			pDevice->SetPixelShader( shaderBlue ); //behind color
    			oDrawIndexedPrimitive(pDevice, PrimType, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
    			pDevice->SetRenderState( D3DRS_ZENABLE, D3DZB_TRUE );
    			pDevice->SetPixelShader( shaderRed ); //isvisible color
            //pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_WIREFRAME);
    			oDrawIndexedPrimitive(pDevice, PrimType, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
            //pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
    		}
    			}
        return oDrawIndexedPrimitive(pDevice, PrimType, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
    
    }
    //---------------------------------------------------------------------------------------------------------------------------------
    HRESULT WINAPI hkReset(LPDIRECT3DDEVICE9 pDevice, D3DPRESENT_PARAMETERS* pPresentationParameters)
    {
        if( g_pFont )
            g_pFont->OnLostDevice();
    
        if( g_pLine )
            g_pLine->OnLostDevice();
    
        HRESULT iReturnValue = oReset(pDevice, pPresentationParameters);
    
        if(iReturnValue == D3D_OK) {
    
            if( g_pFont )
                g_pFont->OnResetDevice();
    
            if( g_pLine )
                g_pLine->OnResetDevice();
        }
    
        return iReturnValue;
    
    }
    //-----------------------------------------------------------------------------------------------------------------------------------
    LRESULT CALLBACK MsgProc(HWND hwnd,UINT uMsg,WPARAM wParam,LPARAM lParam){return DefWindowProc(hwnd, uMsg, wParam, lParam);}
    void DX_Init(DWORD* table)
    {
        WNDCLASSEX wc = {sizeof(WNDCLASSEX),CS_CLASSDC,MsgProc,0L,0L,GetModuleHandle(NULL),NULL,NULL,NULL,NULL,"DX",NULL};
        RegisterClassEx(&wc);
        HWND hWnd = CreateWindow("DX",NULL,WS_OVERLAPPED,100,100,300,300,GetDesktopWindow(),NULL,wc.hInstance,NULL);
        LPDIRECT3D9 pD3D = Direct3DCreate9( D3D_SDK_VERSION );
        D3DPRESENT_PARAMETERS d3dpp;
        ZeroMemory( &d3dpp, sizeof(d3dpp) );
        d3dpp.Windowed = TRUE;
        d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
        d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
        LPDIRECT3DDEVICE9 pd3dDevice;
        pD3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hWnd,D3DCREATE_SOFTWARE_VERTEXPROCESSING,&d3dpp,&pd3dDevice);
        DWORD* pVTable = (DWORD*)pd3dDevice;
        pVTable = (DWORD*)pVTable[0];
    
        table[ES]   = pVTable[42];                    //EndScene address
        table[DIP]  = pVTable[82];                    //DrawIndexedPrimitive address
        table[RES]  = pVTable[16];                    //Reset address
    	table[CQ]  = pVTable[118];                   //CreateQuery address
    	table[SSS]  = pVTable[100];                   //SetStreamSource address
    
        DestroyWindow(hWnd);
    }
    //------------------------------------------------------------------------------------------------------------------------------------
    DWORD WINAPI VirtualMethodTableRepatchingLoopToCounterExtensionRepatching( LPVOID  Param )
    {
        while(1) {
            Sleep(100);
            HookVTableFunction((PDWORD*)npDevice, (PBYTE)hkDrawIndexedPrimitive, 82); //Hook DrawIndexedPrimitive
            HookVTableFunction((PDWORD*)npDevice, (PBYTE)hkEndScene, 42); //Hook EndScene
            HookVTableFunction((PDWORD*)npDevice, (PBYTE)hkReset, 16); //Hook Reset
    		HookVTableFunction((PDWORD*)npDevice, (PBYTE)hkCreateQuery, 118); //Hook CreateQuery
    		HookVTableFunction((PDWORD*)npDevice, (PBYTE)hkSetStreamSource, 100); //Hook SetStreamSource
    
        }
    
        return 1;
    }
    
    //------------------------------------------------------------------------------------------------------------------------------------
    bool hooked = false;
    DWORD WINAPI LoopFunction( LPVOID lpParam  )
    {
    
        
            if( hooked == false) {
                DWORD VTable[5] = {0};
    
                while(GetModuleHandle("d3d9.dll")==NULL) {
                    Sleep(250);
                }
    
                DX_Init(VTable);
                HOOK(EndScene,VTable[ES]);            //Hook EndScene as a device discovery hook
    
                while(!npDevice) {
                    Sleep(50); //Sleep until npDevice is not equal to NULL
                }
                UNHOOK(EndScene, VTable[ES]);         //Unhook as soon as we have a valid pointer to pDevice
    
                *(PDWORD)&oDrawIndexedPrimitive = VTable[DIP];
                *(PDWORD)&oEndScene = VTable[ES];
                *(PDWORD)&oReset = VTable[RES];
    			*(PDWORD)&oCreateQuery = VTable[CQ];
    			*(PDWORD)&oSetStreamSource = VTable[SSS];
    
                CreateThread(NULL,0,&VirtualMethodTableRepatchingLoopToCounterExtensionRepatching,NULL,0,NULL); //Create hooking thread
    
                hooked = true;
    
                Sleep(200);
    
            }
        return 0;
    }
    //------------------------------------------------------------------------------------------------------------------------------------
    BOOL WINAPI DllMain(HMODULE hModule, DWORD dwReason, LPVOID lpvReserved)
    {
        if(dwReason == DLL_PROCESS_ATTACH) {
            CreateThread(0, 0, LoopFunction, 0, 0, 0);
       
        }
        else if(dwReason == DLL_PROCESS_DETACH) {
        }
    
        return TRUE;
    }
    //------------------------------------------------------------------------------------------------------------------------------------

    too bad external links arent allowed... on the beyondunreal wiki it has a whole page based on Object Structs for the UE3 engine...




    Code:
    Structs
    
    Array_Mirror
    
    pointer Data 
    int ArrayNum 
    int ArrayMax 
    
    BitArray_Mirror
    
    pointer IndirectData 
    int InlineData[4]  
    int NumBits 
    int MaxBits 
    
    BoneAtom
    
    Bone Atom definition
    
    Quat Rotation 
    Vector Translation 
    float Scale 
    
    Box
    
    Modifiers: immutable
    
    Vector Min 
    Vector Max 
    byte IsValid 
    
    BoxSphereBounds
    
    Vector Origin 
    Vector BoxExtent 
    float SphereRadius 
    
    Color
    
    Modifiers: immutable
    
    byte B 
    byte G 
    byte R 
    byte A 
    
    Cylinder
    
    float Radius 
    float Height 
    
    double
    
    int A 
    int B 
    
    Guid
    
    Modifiers: immutable
    
    int A 
    int B 
    int C 
    int D 
    
    IndirectArray_Mirror
    
    pointer Data 
    int ArrayNum 
    int ArrayMax 
    
    InterpCurveFloat
    
    array<InterpCurvePointFloat> Points 
    EInterpMethodType InterpMethod 
    
    InterpCurveLinearColor
    
    array<InterpCurvePointLinearColor> Points 
    EInterpMethodType InterpMethod 
    
    InterpCurvePointFloat
    
    float InVal 
    float OutVal 
    float ArriveTangent 
    float LeaveTangent 
    EInterpCurveMode InterpMode 
    
    InterpCurvePointLinearColor
    
    float InVal 
    LinearColor OutVal 
    LinearColor ArriveTangent 
    LinearColor LeaveTangent 
    EInterpCurveMode InterpMode 
    
    InterpCurvePointQuat
    
    float InVal 
    Quat OutVal 
    Quat ArriveTangent 
    Quat LeaveTangent 
    EInterpCurveMode InterpMode 
    
    InterpCurvePointTwoVectors
    
    float InVal 
    TwoVectors OutVal 
    TwoVectors ArriveTangent 
    TwoVectors LeaveTangent 
    EInterpCurveMode InterpMode 
    
    InterpCurvePointVector
    
    float InVal 
    Vector OutVal 
    Vector ArriveTangent 
    Vector LeaveTangent 
    EInterpCurveMode InterpMode 
    
    InterpCurvePointVector2D
    
    float InVal 
    Vector2D OutVal 
    Vector2D ArriveTangent 
    Vector2D LeaveTangent 
    EInterpCurveMode InterpMode 
    
    [edit] InterpCurveQuat
    
    array<InterpCurvePointQuat> Points 
    EInterpMethodType InterpMethod 
    
    InterpCurveTwoVectors
    
    array<InterpCurvePointTwoVectors> Points 
    EInterpMethodType InterpMethod 
    
    InterpCurveVector
    
    array<InterpCurvePointVector> Points 
    EInterpMethodType InterpMethod 
    
    InterpCurveVector2D
    
    array<InterpCurvePointVector2D> Points 
    EInterpMethodType InterpMethod 
    
    IntPoint
    
    Modifiers: immutable
    
    Screen coordinates
    
    int X 
    int Y 
    
    LinearColor
    
    Modifiers: immutable
    
    float R 
    float G 
    float B 
    float A 
    
    Default values:
    Property 	Value
    A 	1.0
    
    Map_Mirror
    
    Set_Mirror Pairs 
    
    Matrix
    
    Modifiers: immutable
    
    Plane XPlane 
    Plane YPlane 
    Plane ZPlane 
    Plane WPlane 
    
    MultiMap_Mirror
    
    Set_Mirror Pairs 
    
    OctreeElementId
    
    Mirror for FElementId used in generic Octree
    
    pointer Node 
    int ElementIndex 
    
    Plane
    
    Extends: Vector
    
    Modifiers: immutable
    
    float W 
    
    pointer
    
    int Dummy 
    
    Quat
    
    Modifiers: immutable
    
    float X 
    float Y 
    float Z 
    float W 
    
    qword
    
    int A 
    int B 
    
    RawDistribution
    
    byte Type 
    byte Op 
    byte LookupTableNumElements 
    byte LookupTableChunkSize 
    array<float> LookupTable 
    float LookupTableTimeScale 
    float LookupTableStartTime 
    
    RenderCommandFence
    
    A fence used to track rendering thread command execution.
    
    int NumPendingFences 
    
    RenderCommandFence_Mirror
    
    int NumPendingFences 
    
    Rotator
    
    Modifiers: immutable
    
    int Pitch 
    int Yaw 
    int Roll 
    
    Set_Mirror
    
    SparseArray_Mirror Elements 
    pointer Hash 
    int InlineHash 
    int HashSize 
    
    SHVector
    
    A vector of spherical harmonic coefficients.
    
    float V[9]  
    float Padding[3]  
    
    SHVectorRGB
    
    A vector of spherical harmonic coefficients for each color component.
    
    SHVector R 
    SHVector G 
    SHVector B 
    
    SparseArray_Mirror
    
    array<int> Elements 
    BitArray_Mirror AllocationFlags 
    int FirstFreeIndex 
    int NumFreeIndices 
    
    TAlphaBlend
    
    Structure to encompass Alpha Interpolation.
    
    float AlphaIn 
        Internal Lerped value for Alpha
    float AlphaOut 
        Resulting Alpha value, between 0.f and 1.f
    float AlphaTarget 
        Target to reach
    float BlendTime 
        Default blend time
    float BlendTimeToGo 
        Time left to reach target
    AlphaBlendType BlendType 
        Type of blending used (Linear, Cubic, etc.)
    
    Default values:
    Property 	Value
    BlendTime 	0.67
    BlendType 	ABT_Linear
    
    ThreadSafeCounter
    
    int Value 
    
    TPOV
    
    Point Of View type.
    
    Vector Location 
        Location
    Rotator Rotation 
        Rotation
    float FOV 
        FOV angle
    
    Default values:
    Property 	Value
    FOV 	90.0
    
    TwoVectors
    
    Modifiers: immutable
    
    Vector v1 
    Vector v2 
    
    UntypedBulkData_Mirror
    
    pointer VfTable 
    int BulkDataFlags 
    int ElementCount 
    int BulkDataOffsetInFile 
    int BulkDataSizeOnDisk 
    int SavedBulkDataFlags 
    int SavedElementCount 
    int SavedBulkDataOffsetInFile 
    int SavedBulkDataSizeOnDisk 
    pointer BulkData 
    int LockStatus 
    pointer AttachedAr 
    int bShouldFreeOnEmpty 
    
    Vector
    
    Modifiers: immutable
    
    float X 
    float Y 
    float Z 
    
    Vector2D
    
    Modifiers: immutable
    
    float X 
    float Y 
    
    Vector4
    
    Modifiers: immutable
    
    float X 
    float Y 
    float Z 
    float W  
    Last edited by Birdshit; 04-01-2011 at 09:33 PM.








  5. #4
    B4M's Avatar
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    Seems clean.

    /approved
    [center]

    Back in '10



    Got a question?PM/VM me!
    I read them all.
    Also contact me via MSN.
    vlad@mpgh.net

    Minion since:07-04-2010
    Mod since:08-31-2010
    Till : 05.07.2011

  6. The Following User Says Thank You to B4M For This Useful Post:

    Birdshit (04-01-2011)

  7. #5
    Birdshit's Avatar
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    sometimes I think Ive ruined my ability to properly learn this by getting copy and paste results from my first hack (Medal of Honor Singleplayer Chams)... but then I realize that now I understand what and where a function is what VOIDs do and how to declare and what UINTS are and alot of things... what I really missed out on was how to properly debug and reverse... those are so essential to learning the right way how to game hack.








  8. #6
    Birdshit's Avatar
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    MODEL RECOGNITION IS SO MUCH EASIER THIS WAY!!!!!



    Model |NumVerts LODS (1,2,3,4)
    ---------------------------------------------------
    CH_AST 3211,1820,959,181
    CH_LMG 3216,1554,862,180
    CH_SMG 2504,1258,745,182
    CH_SNI 3203,1765,1061,431

    US_AST 3119,1735,897,164
    US_LMG 2808,1564,960,197
    US_SMG 2835,1519,790,157
    US_SNI 3994,2347,1100,180


    EXCEPT THAT DOESNT WORK AT ALL WTF!!!!!
    Last edited by Birdshit; 04-03-2011 at 04:42 AM.








  9. #7
    Birdshit's Avatar
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    uh wait for my next one Im JUST getting it finished up today....

    (trying to prevent the ground pixel shaders from behing drawn ontop of the chams)


    for now make sure you're running the game in directx9:

    you need to use an injector that will autoinject into the game after its window is established and before the video is initialized somewhere between 2000 and 5000ms

    steam library > homefront > properties > Set Launch Options> " -d3d9 " (without quotes)
    Last edited by Birdshit; 04-03-2011 at 10:13 PM.








  10. #8
    msr890's Avatar
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    looking forward to release.... good luck

  11. #9
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    Looking forward to them as well.
    Last edited by Daniel103aa; 04-03-2011 at 10:53 PM.

  12. #10
    Kriller's Avatar
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    Im looking backward for the release.