3D BOXE

Posts 1–15 of 17 · Page 1 of 2
3D BOXE
Hello, where I can find a tutoriel for create one 3Dboxe?
I looked, I found you can give me a link please?
For crossfire are the boxes patched..
Be patience for new methods.
Ah OK it's a pity, would have a basic step Wall hack there?
wait for new gitch ok mon gars
You must found first Player Code and make by Paint Boxes and add in your hacks.

Player Code + Boxes = Boxes Hack This Work Really i Have this make
this is the simplest way of doing 3d boxes <3

declare these in some header file
Code:
LPD3DXMESH pSphereMesh = NULL;
LPD3DXMESH pBoxMesh = NULL;
D3DXMATRIX ObjWorldMatrices;
D3DXMATRIX SavedMatrices;

LPDIRECT3DTEXTURE9 tRed     = NULL;
LPDIRECT3DTEXTURE9 tBlue    = NULL;
const BYTE bRed[]    = {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, 0x00, 0x00, 0xFF, 0x00};

const BYTE bBlue[]    = {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, 0xFF, 0x00, 0x00, 0x00};
then in some initializing procedure that u have, initialize these

Code:
D3DXCreateSphere( pDevice, 155.0f, 8, 7, &pSphereMesh, 0);
D3DXCreateBox( pDevice,100,322,100, &pBoxMesh, 0);
D3DXCreateTextureFromFileInMemory(pDevice, (LPCVOID)&bRed   , sizeof(bRed)   , &tRed   );
D3DXCreateTextureFromFileInMemory(pDevice, (LPCVOID)&bBlue  , sizeof(bBlue)  , &tBlue  );
then in your ESP loop
do a simple calculation to where to put the bounding sphere or box..
an easy solution would be to calculate the midpoint of the model creation endpoints found in the object class, thats pointed to by the player class

Code:
D3DXVECTOR3 GetMidPoint(D3DXVECTOR3 V1,D3DXVECTOR3 V2)
{
	D3DXVECTOR3 Mid;
	Mid.x = (V1.x+V2.x)/2;
	Mid.y = (V1.y+V2.y)/2;
	Mid.z = (V1.z+V2.z)/2;
	return Mid;
}
then when its time to render the sphere ESP/Box ESP
set the texture based on the team check you made and call one of these wrapper functions i wrote

Code:
void DrawSphere(D3DXVECTOR3 Pos)
{
	pDevice->SetRenderState( D3DRS_ZENABLE, D3DZB_FALSE );
	pDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_NEVER );
	pDevice->GetTransform(D3DTS_WORLD, &SavedMatrices );

	D3DXMatrixTranslation(&ObjWorldMatrices,  Pos.x, Pos.y, Pos.z);
	pDevice->SetTransform(D3DTS_WORLD, &ObjWorldMatrices);
	pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME);
	pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
	pDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
	pDevice->SetRenderState( D3DRS_FOGENABLE, false );
	pSphereMesh->DrawSubset(0);

	pDevice->SetTransform(D3DTS_WORLD, &SavedMatrices );
}
void Draw3DBox(D3DXVECTOR3 Pos)
{
	pDevice->SetRenderState( D3DRS_ZENABLE, D3DZB_FALSE );
	pDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_NEVER );
	pDevice->GetTransform(D3DTS_WORLD, &SavedMatrices );

	D3DXMatrixTranslation(&ObjWorldMatrices,  Pos.x, Pos.y, Pos.z);
	pDevice->SetTransform(D3DTS_WORLD, &ObjWorldMatrices);
	pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME);
	pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
	pDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
	pDevice->SetRenderState( D3DRS_FOGENABLE, false );
	pBoxMesh->DrawSubset(0);

	pDevice->SetTransform(D3DTS_WORLD, &SavedMatrices );
}
and there you go, thats a simple box ESP/sphere ESP or wt ever other shap you want to use from the directx create() .. heck you can even make a teapot ESP xD

there you go, have fun

NOTE: this is as noob friendly as possible, please dont embarrass your self by sending me a PM, i will not answer

EDIT: @mods feel free to move this post to a thread of its own if you feel its necessary
Quote Originally Posted by MiNT View Post
this is the simplest way of doing 3d boxes <3

declare these in some header file
Code:
LPD3DXMESH pSphereMesh = NULL;
LPD3DXMESH pBoxMesh = NULL;
D3DXMATRIX ObjWorldMatrices;
D3DXMATRIX SavedMatrices;

LPDIRECT3DTEXTURE9 tRed     = NULL;
LPDIRECT3DTEXTURE9 tBlue    = NULL;
const BYTE bRed[]    = {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, 0x00, 0x00, 0xFF, 0x00};

const BYTE bBlue[]    = {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, 0xFF, 0x00, 0x00, 0x00};
then in some initializing procedure that u have, initialize these

Code:
D3DXCreateSphere( pDevice, 155.0f, 8, 7, &pSphereMesh, 0);
D3DXCreateBox( pDevice,100,322,100, &pBoxMesh, 0);
D3DXCreateTextureFromFileInMemory(pDevice, (LPCVOID)&bRed   , sizeof(bRed)   , &tRed   );
D3DXCreateTextureFromFileInMemory(pDevice, (LPCVOID)&bBlue  , sizeof(bBlue)  , &tBlue  );
then in your ESP loop
do a simple calculation to where to put the bounding sphere or box..
an easy solution would be to calculate the midpoint of the model creation endpoints found in the object class, thats pointed to by the player class

Code:
D3DXVECTOR3 GetMidPoint(D3DXVECTOR3 V1,D3DXVECTOR3 V2)
{
	D3DXVECTOR3 Mid;
	Mid.x = (V1.x+V2.x)/2;
	Mid.y = (V1.y+V2.y)/2;
	Mid.z = (V1.z+V2.z)/2;
	return Mid;
}
then when its time to render the sphere ESP/Box ESP
set the texture based on the team check you made and call one of these wrapper functions i wrote

Code:
void DrawSphere(D3DXVECTOR3 Pos)
{
	pDevice->SetRenderState( D3DRS_ZENABLE, D3DZB_FALSE );
	pDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_NEVER );
	pDevice->GetTransform(D3DTS_WORLD, &SavedMatrices );

	D3DXMatrixTranslation(&ObjWorldMatrices,  Pos.x, Pos.y, Pos.z);
	pDevice->SetTransform(D3DTS_WORLD, &ObjWorldMatrices);
	pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME);
	pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
	pDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
	pDevice->SetRenderState( D3DRS_FOGENABLE, false );
	pSphereMesh->DrawSubset(0);

	pDevice->SetTransform(D3DTS_WORLD, &SavedMatrices );
}
void Draw3DBox(D3DXVECTOR3 Pos)
{
	pDevice->SetRenderState( D3DRS_ZENABLE, D3DZB_FALSE );
	pDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_NEVER );
	pDevice->GetTransform(D3DTS_WORLD, &SavedMatrices );

	D3DXMatrixTranslation(&ObjWorldMatrices,  Pos.x, Pos.y, Pos.z);
	pDevice->SetTransform(D3DTS_WORLD, &ObjWorldMatrices);
	pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME);
	pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
	pDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
	pDevice->SetRenderState( D3DRS_FOGENABLE, false );
	pBoxMesh->DrawSubset(0);

	pDevice->SetTransform(D3DTS_WORLD, &SavedMatrices );
}
and there you go, thats a simple box ESP/sphere ESP or wt ever other shap you want to use from the directx create() .. heck you can even make a teapot ESP xD

there you go, have fun

NOTE: this is as noob friendly as possible, please dont embarrass your self by sending me a PM, i will not answer

EDIT: @mods feel free to move this post to a thread of its own if you feel its necessary
Don't u need world to screen function here or is it diffrent
Quote Originally Posted by sam22 View Post
Don't u need world to screen function here or is it diffrent

nope. im drawing in the 3d world not on the 2d camera projection
device
pDevice is a GAME device or a device created with GAME function CreateDevice()?
Quote Originally Posted by MiNT View Post
nope. im drawing in the 3d world not on the 2d camera projection
Ok I will gave this a try when I have time
Quote Originally Posted by MiNT View Post
this is the simplest way of doing 3d boxes <3

declare these in some header file
Code:
LPD3DXMESH pSphereMesh = NULL;
LPD3DXMESH pBoxMesh = NULL;
D3DXMATRIX ObjWorldMatrices;
D3DXMATRIX SavedMatrices;

LPDIRECT3DTEXTURE9 tRed     = NULL;
LPDIRECT3DTEXTURE9 tBlue    = NULL;
const BYTE bRed[]    = {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, 0x00, 0x00, 0xFF, 0x00};

const BYTE bBlue[]    = {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, 0xFF, 0x00, 0x00, 0x00};
then in some initializing procedure that u have, initialize these

Code:
D3DXCreateSphere( pDevice, 155.0f, 8, 7, &pSphereMesh, 0);
D3DXCreateBox( pDevice,100,322,100, &pBoxMesh, 0);
D3DXCreateTextureFromFileInMemory(pDevice, (LPCVOID)&bRed   , sizeof(bRed)   , &tRed   );
D3DXCreateTextureFromFileInMemory(pDevice, (LPCVOID)&bBlue  , sizeof(bBlue)  , &tBlue  );
then in your ESP loop
do a simple calculation to where to put the bounding sphere or box..
an easy solution would be to calculate the midpoint of the model creation endpoints found in the object class, thats pointed to by the player class

Code:
D3DXVECTOR3 GetMidPoint(D3DXVECTOR3 V1,D3DXVECTOR3 V2)
{
	D3DXVECTOR3 Mid;
	Mid.x = (V1.x+V2.x)/2;
	Mid.y = (V1.y+V2.y)/2;
	Mid.z = (V1.z+V2.z)/2;
	return Mid;
}
then when its time to render the sphere ESP/Box ESP
set the texture based on the team check you made and call one of these wrapper functions i wrote

Code:
void DrawSphere(D3DXVECTOR3 Pos)
{
	pDevice->SetRenderState( D3DRS_ZENABLE, D3DZB_FALSE );
	pDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_NEVER );
	pDevice->GetTransform(D3DTS_WORLD, &SavedMatrices );

	D3DXMatrixTranslation(&ObjWorldMatrices,  Pos.x, Pos.y, Pos.z);
	pDevice->SetTransform(D3DTS_WORLD, &ObjWorldMatrices);
	pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME);
	pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
	pDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
	pDevice->SetRenderState( D3DRS_FOGENABLE, false );
	pSphereMesh->DrawSubset(0);

	pDevice->SetTransform(D3DTS_WORLD, &SavedMatrices );
}
void Draw3DBox(D3DXVECTOR3 Pos)
{
	pDevice->SetRenderState( D3DRS_ZENABLE, D3DZB_FALSE );
	pDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_NEVER );
	pDevice->GetTransform(D3DTS_WORLD, &SavedMatrices );

	D3DXMatrixTranslation(&ObjWorldMatrices,  Pos.x, Pos.y, Pos.z);
	pDevice->SetTransform(D3DTS_WORLD, &ObjWorldMatrices);
	pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME);
	pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
	pDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
	pDevice->SetRenderState( D3DRS_FOGENABLE, false );
	pBoxMesh->DrawSubset(0);

	pDevice->SetTransform(D3DTS_WORLD, &SavedMatrices );
}
and there you go, thats a simple box ESP/sphere ESP or wt ever other shap you want to use from the directx create() .. heck you can even make a teapot ESP xD

there you go, have fun

NOTE: this is as noob friendly as possible, please dont embarrass your self by sending me a PM, i will not answer

EDIT: @mods feel free to move this post to a thread of its own if you feel its necessary
Lol i bet he doesnt even know what to do with these !
Thank you Mahetamim. But I do not know how to put every code source which you gave me in format DDL. I know that there is a tutoriel but as I am a French player and thus you will understand that it is hard for me to understand everything:s
Quote Originally Posted by FrenchH4ck3r View Post
Thank you Mahetamim. But I do not know how to put every code source which you gave me in format DDL. I know that there is a tutoriel but as I am a French player and thus you will understand that it is hard for me to understand everything:s
You mean you want him to put it on a spoon and feed it to you? he's already put it on a spoon..
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