not your average wallhack

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Quote Originally Posted by supercarz1991 View Post
the wireframe isn't a texture.......this is all 1 edited ltb file
Impressive .
Quote Originally Posted by yodaliketaco View Post
Impressive .
Meh. changing a flag from 'Fill / Polygon' to 'Wireframe / Edge' doesn't impress me much, but then I also have a basic background in 3D graphics programming.
Quote Originally Posted by Drigien View Post
Meh. changing a flag from 'Fill / Polygon' to 'Wireframe / Edge' doesn't impress me much, but then I also have a basic background in 3D graphics programming.
He just told you how to make it....
Quote Originally Posted by David View Post


He just told you how to make it....
I already knew how to do it. By looking at the screenshot it is obvious what the change was to anyone with graphics experience. And if you looked at the RenderStyle Editor you would hopefully see the 'Fill' option and understand how just as easily.
renderEdit.jpgattachment deleted · 32 downloads before removal
Quote Originally Posted by Drigien View Post
I already knew how to do it. By looking at the screenshot it is obvious what the change was to anyone with graphics experience. And if you looked at the RenderStyle Editor you would hopefully see the 'Fill' option and understand how just as easily.
I lold at this
lithtech tools ftw
Quote Originally Posted by noob555 View Post
lol
stop remaking rezchams
they're dumb
/facepalm
and you didn't make it first
nor did gtboy
QFT .
i didn't use the render styles editor >.> thats for noobs :P

this was all done through hex (partially cuz i can't figure out wallhack in the render style editor, and i'm better at hex when it comes to this sorta thing haha)
Quote Originally Posted by supercarz1991 View Post
i didn't use the render styles editor >.> thats for noobs :P

this was all done through hex (partially cuz i can't figure out wallhack in the render style editor, and i'm better at hex when it comes to this sorta thing haha)
Supercarz, stop trying to prove you're better. You beg for everything that you can learn for your own benefits, such as gloating. You are pathethic, sir. How old are you again? 21? Pathethic. What do you get from gloating to teenagers?
Quote Originally Posted by supercarz1991 View Post
i didn't use the render styles editor >.> thats for noobs :P
I showed that to make my point.

Quote Originally Posted by supercarz1991 View Post
this was all done through hex
Yes I know, as you said you edited the 'ltb', you would have to make a new RenderStyle as there is no RS ltb to RS lta (yet ).

Quote Originally Posted by supercarz1991 View Post
(partially cuz i can't figure out wallhack in the render style editor, and i'm better at hex when it comes to this sorta thing haha)
You are better at understanding numbers then actual words?
This leads me to think that you don't actually understand how the 'wallhack' or render styles work (hex or not).
You said you aren't releasing because you can't see it in snow valley? I just did this mod inspired by yours:



It is visible in all maps, but, unfortunately, the fog effect that darkens images though walls still exists. How did you remove it? Maybe we can collaborate the two mods into one good one, lol.


EDIT: I released mine so people can try out wireframe if they want.

EDIT AGAIN: I figured out the no-fog part, so nvm about that.
19...and i just thought this was cool, didn't know it was so easy >.>

i'm still a kinda new modder too, i just know how to do a lot more than the average noobcake

and i don't give up, you tell me to make something, i don't give till i figure it out (spawning guns on maps was different)
Quote Originally Posted by supercarz1991 View Post
i'm working on them still, making them multi colored. like when behind a wall, they are green and when in the open, they are white
If you haven't done this yet or for anyone else interested, all you need to do is use 2 passes with depth testing. One for those 'behind' and one for 'open' or 'in front'.

( I included screenshots of both soild and wireframe modes )
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thanks drigien.

your right, i don't understand the RS file 1 bit, i'm just good at looking at the hex, and then looking at another 1 (like my wallhack in the first post is not the ADDITIVE_THROUGHWALL like most, i use INNER_GLOW). i have no idea what they do, and i'd like to use the RS program, but dont understand the words and stuff at all, i mean, i have the documentation to use it from the lithtech jupiter enterprise programs package, just haven't gotten that far yet


and as for the question on the darkening as they get farther away....i couldn't tell you, i did it through hex, not the program itself
Quote Originally Posted by supercarz1991 View Post
i have no idea what they do, and i'd like to use the RS program, but dont understand the words and stuff at all, i mean, i have the documentation to use it from the lithtech jupiter enterprise programs package, just haven't gotten that far yet
I won't go into everything there is, but I will cover the top part as thats what is important as to how the mod works.

At the top of a render pass there is:

Blend Op:
This is the color blending operation . This decides what will happen when you are rendering over something else pixel by pixel. There are 3 variables here, Cs,As, and Cd these stand for Source Color (the new color), Alpha Source (the new alpha value), and Destination (the old/current color). The simple additive render is to use Cs + Cd, which means it will take the new color and add it to the current color.

Cull Mode:
Culling refers to stripping out parts of the mesh (verts/facets/polygon/..) so they don't get rendered at all to speed things up. The values are 'No Culling', 'Counter Clockwise', and 'Clockwise'. No Culling is simple enough. Counter Clockwise and Clockwise refer to the order of the vertices of a facet as seen by the current view/camera transformation. All you need to know from that is that it is a simple way to determine which way a facet is facing. Generally Counter Clockwise means that it is facing the view/camera and is good, and the Clockwise is facing away and is bad.

ZBuffer Test:
The ZBuffer is a buffer that contains the depth value (how far away from the view/camera it is). The values for this determine whether the new object is on top/in front of the current rendered pixels or not. Smaller numbers are closer to the view/camera and larger numbers are farther away, so the typical value for this is 'Less than or Equal To' current value will get written.

ZBuffer Op:
This tells whether is should write to the buffer when it overrides something or not. So typically you want to 'Read and Write' to the buffer so you have only the things closest to the view/camera.

Alpha Test:
This is similar to the ZBuffer test, but for the alpha values of the pixels. This determines whether the pixel has enough opacity to be written or not.

Fill Mode:
This is simple enough, render the facets filling in the middle, or just render the outside / frame of it.

whew, thats a lot of text. Hopefully it will help you better understand what is going on. It was quick and without going into much details about anything, so if you still need some more info I would suggest looking into some basic 3d tutorials for directx or openGL which should give some good examples of these things.
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