D3D Hacks

Posts 1–15 of 57 · Page 1 of 4
D3D Hacks
For the people who doesnt have it.
Chams/Wallhack/Fullbirght/SemiWireframe/Wireframe/Nofog/Wallchams/AsusWallhack/Xray


Put in globals
Code:
LPDIRECT3DTEXTURE9 Red,Yellow,Green,Blue,Purple,Pink,Orange,White,Bla  ck;
Put the colours in your endscene
Code:
GenerateTexture(pDevice, &Red, D3DCOLOR_ARGB (255,255,0 ,0 ));
GenerateTexture(pDevice, &Yellow, D3DCOLOR_ARGB (255,255,255,0 ));
GenerateTexture(pDevice, &Green, D3DCOLOR_ARGB (255,0 ,255,0 ));
GenerateTexture(pDevice, &Blue, D3DCOLOR_ARGB (255,0 ,0 ,255));
GenerateTexture(pDevice, &Purple, D3DCOLOR_ARGB (255,102,0 ,153));
GenerateTexture(pDevice, &Pink, D3DCOLOR_ARGB (255,255,20 ,147));
GenerateTexture(pDevice, &Orange, D3DCOLOR_ARGB (255,255,165,0 ));
GenerateTexture(pDevice, &Black, D3DCOLOR_ARGB (255,0 ,0 ,0 ));
GenerateTexture(pDevice, &White, D3DCOLOR_ARGB (255,255,255,255));
Add generate texture function
Code:
HRESULT GenerateTexture(IDirect3DDevice9 *pD3Ddev, IDirect3DTexture9 **ppD3Dtex, DWORD colour32)
{
	if( FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex, NULL)) )
		return E_FAIL;
	
	WORD colour16 =	((WORD)((colour32>>28)&0xF)<<12)
			|(WORD)(((colour32>>20)&0xF)<<8)
			|(WORD)(((colour32>>12)&0xF)<<4)
			|(WORD)(((colour32>>4)&0xF)<<0);

	D3DLOCKED_RECT d3dlr;    
	(*ppD3Dtex)->LockRect(0, &d3dlr, 0, 0);
	WORD *pDst16 = (WORD*)d3dlr.pBits;

	for(int xy=0; xy < 8*8; xy++)
		*pDst16++ = colour16;

	(*ppD3Dtex)->UnlockRect(0);

	return S_OK;
}
d3d hacks in dip
Code:
//================================DIP Functions=========================================  =
HRESULT WINAPI myDrawIndexedPrimitive(LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE Type, INT BaseIndex, 
UINT MinIndex, UINT NumVertices, UINT StartIndex, UINT PrimitiveCount)
{

LPDIRECT3DVERTEXBUFFER9 Stream_Data;
UINT Offset,iStride;

if(pDevice->GetStreamSource(0, &Stream_Data, &Offset, &iStride) == D3D_OK)
Stream_Data->Release();
    

////////////////Chams Start////////////////////////////////////////////////////////

if (chams)
{
	if (iStride == 40)
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDevice->SetTexture(0, Red);
pDrawIndexedPrimitive(pDevice, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
pDevice->SetTexture(0, Blue );
}
if (iStride == 32)
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDevice->SetTexture(0, Red);
pDrawIndexedPrimitive(pDevice, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
pDevice->SetTexture(0, Blue );
}
if (iStride == 44)
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDevice->SetTexture(0, Red);
pDrawIndexedPrimitive(pDevice, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
pDevice->SetTexture(0, Blue );
}
}

//-------------------  Naked Chams Start------------------------------------------
{
if(naked)
{
if(iStride==44) 
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
}
if(iStride==40) 
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
}
if(iStride==32) 
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
}
}

//-------------------Semi- wireframe Start------------------------------------

if (swire)
{
if (iStride==44) 
{
pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );  
}
if (iStride==40) 
{
pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );  
}
if (iStride==32) 
{
pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );  
}
}

//-------------------World- wireframe Start------------------------------------
if (fullwire)
{
if (iStride==44) 
{
pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );  
}
if (iStride==40) 
{
pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );  
}
if (iStride==32) 
{
pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );  
}
if (iStride==28) 
{
pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );  
}
if (iStride==16) 
{
pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );  
}
}
}
/////////////////////////////////////////////////
if(fbright)
{
if(iStride==44)
{
pDevice->SetRenderState(D3DRS_LIGHTING, false);
pDevice->SetRenderState(D3DRS_AMBIENT,D3DCOLOR_ARGB(255,255  ,255,255));
}
if(iStride==40)
{
pDevice->SetRenderState(D3DRS_LIGHTING, false); 
pDevice->SetRenderState(D3DRS_AMBIENT,D3DCOLOR_ARGB(255,255  ,255,255)); 
}
if(iStride==32)
{
pDevice->SetRenderState(D3DRS_LIGHTING, false); 
pDevice->SetRenderState(D3DRS_AMBIENT,D3DCOLOR_ARGB(255,255  ,255,255)); 
}
}

if(asus)
{
if(iStride==28)
{
pDevice->SetRenderState( D3DRS_SRCBLEND, 3 );
pDevice->SetRenderState( D3DRS_DESTBLEND, 4 );
pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
}
if(iStride==44)
{
pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
}
if(iStride==40)
{
pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
}
if(iStride==32)
{
pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
}
}

if(xray)
{
if(iStride==28)     
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);   
}
}

if(nofog) 
{ 
pDevice->SetRenderState(D3DRS_FOGENABLE, false); 
}


  return pDrawIndexedPrimitive(pDevice, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);

}
I think this will start you.


What could be done with this:



Mhmm credit me if u want or don't





.
Worked...but it's give me FULL RAMMMMMM [ OH MY SHITTTT ] ...
mooi
/msg2gay
why u post this now it comes the big leechers....
lol --' joered, epic release of ur codes but why? you wont get many reputation with that, and i can help you in your menu with memory hacks
come online
it works my friend tested it but he say its really bugy not use it example the wallchams
Quote Originally Posted by No-Life View Post
lol --' joered, epic release of ur codes but why? you wont get many reputation with that, and i can help you in your menu with memory hacks
come online
I have you on msn? :O

Quote Originally Posted by Skrillex View Post
it works my friend tested it but he say its really bugy not use it example the wallchams
Mhmm not buggy for me
mh wait i add u on msn
i get this error:
error C3861: 'pDrawIndexedPrimitive': identifier not found

do i need a pointer to fix that problem?


nvm, fixed, had forget this line of code:

typedef HRESULT(WINAPI* DrawIndexedPrimitive_)(LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE Type, INT BaseVertexIndex, UINT MinIndex, UINT NumVertices, UINT StartIndex, UINT PrimitiveCount);
DrawIndexedPrimitive_ pDrawIndexedPrimitive;
Quote Originally Posted by Delko DJ View Post
i get this error:
error C3861: 'pDrawIndexedPrimitive': identifier not found

do i need a pointer to fix that problem?


nvm, fixed, had forget this line of code:

typedef HRESULT(WINAPI* DrawIndexedPrimitive_)(LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE Type, INT BaseVertexIndex, UINT MinIndex, UINT NumVertices, UINT StartIndex, UINT PrimitiveCount);
DrawIndexedPrimitive_ pDrawIndexedPrimitive;
Glad u fixed it sorry for late response i was pretty busy
Russia
I need help i have try this code but its dont work on Crossfire russia Why?
Quote Originally Posted by joered View Post
For the people who doesnt have it.
Chams/Wallhack/Fullbirght/SemiWireframe/Wireframe/Nofog/Wallchams/AsusWallhack/Xray


Put in globals
Code:
LPDIRECT3DTEXTURE9 Red,Yellow,Green,Blue,Purple,Pink,Orange,White,Black;
Put the colours in your endscene
Code:
GenerateTexture(pDevice, &Red, D3DCOLOR_ARGB (255,255,0 ,0 ));
GenerateTexture(pDevice, &Yellow, D3DCOLOR_ARGB (255,255,255,0 ));
GenerateTexture(pDevice, &Green, D3DCOLOR_ARGB (255,0 ,255,0 ));
GenerateTexture(pDevice, &Blue, D3DCOLOR_ARGB (255,0 ,0 ,255));
GenerateTexture(pDevice, &Purple, D3DCOLOR_ARGB (255,102,0 ,153));
GenerateTexture(pDevice, &Pink, D3DCOLOR_ARGB (255,255,20 ,147));
GenerateTexture(pDevice, &Orange, D3DCOLOR_ARGB (255,255,165,0 ));
GenerateTexture(pDevice, &Black, D3DCOLOR_ARGB (255,0 ,0 ,0 ));
GenerateTexture(pDevice, &White, D3DCOLOR_ARGB (255,255,255,255));
Add generate texture function
Code:
HRESULT GenerateTexture(IDirect3DDevice9 *pD3Ddev, IDirect3DTexture9 **ppD3Dtex, DWORD colour32)
{
	if( FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex, NULL)) )
		return E_FAIL;
	
	WORD colour16 =	((WORD)((colour32>>28)&0xF)<<12)
			|(WORD)(((colour32>>20)&0xF)<<8)
			|(WORD)(((colour32>>12)&0xF)<<4)
			|(WORD)(((colour32>>4)&0xF)<<0);

	D3DLOCKED_RECT d3dlr;    
	(*ppD3Dtex)->LockRect(0, &d3dlr, 0, 0);
	WORD *pDst16 = (WORD*)d3dlr.pBits;

	for(int xy=0; xy < 8*8; xy++)
		*pDst16++ = colour16;

	(*ppD3Dtex)->UnlockRect(0);

	return S_OK;
}
d3d hacks in dip
Code:
//================================DIP Functions==========================================
HRESULT WINAPI myDrawIndexedPrimitive(LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE Type, INT BaseIndex, 
UINT MinIndex, UINT NumVertices, UINT StartIndex, UINT PrimitiveCount)
{

LPDIRECT3DVERTEXBUFFER9 Stream_Data;
UINT Offset,iStride;

if(pDevice->GetStreamSource(0, &Stream_Data, &Offset, &iStride) == D3D_OK)
Stream_Data->Release();
    

////////////////Chams Start////////////////////////////////////////////////////////

if (chams)
{
	if (iStride == 40)
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDevice->SetTexture(0, Red);
pDrawIndexedPrimitive(pDevice, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
pDevice->SetTexture(0, Blue );
}
if (iStride == 32)
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDevice->SetTexture(0, Red);
pDrawIndexedPrimitive(pDevice, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
pDevice->SetTexture(0, Blue );
}
if (iStride == 44)
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDevice->SetTexture(0, Red);
pDrawIndexedPrimitive(pDevice, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
pDevice->SetTexture(0, Blue );
}
}

//-------------------  Naked Chams Start------------------------------------------
{
if(naked)
{
if(iStride==44) 
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
}
if(iStride==40) 
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
}
if(iStride==32) 
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
}
}

//-------------------Semi- wireframe Start------------------------------------

if (swire)
{
if (iStride==44) 
{
pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );  
}
if (iStride==40) 
{
pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );  
}
if (iStride==32) 
{
pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );  
}
}

//-------------------World- wireframe Start------------------------------------
if (fullwire)
{
if (iStride==44) 
{
pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );  
}
if (iStride==40) 
{
pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );  
}
if (iStride==32) 
{
pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );  
}
if (iStride==28) 
{
pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );  
}
if (iStride==16) 
{
pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );  
}
}
}
/////////////////////////////////////////////////
if(fbright)
{
if(iStride==44)
{
pDevice->SetRenderState(D3DRS_LIGHTING, false);
pDevice->SetRenderState(D3DRS_AMBIENT,D3DCOLOR_ARGB(255,255,255,255));
}
if(iStride==40)
{
pDevice->SetRenderState(D3DRS_LIGHTING, false); 
pDevice->SetRenderState(D3DRS_AMBIENT,D3DCOLOR_ARGB(255,255,255,255)); 
}
if(iStride==32)
{
pDevice->SetRenderState(D3DRS_LIGHTING, false); 
pDevice->SetRenderState(D3DRS_AMBIENT,D3DCOLOR_ARGB(255,255,255,255)); 
}
}

if(asus)
{
if(iStride==28)
{
pDevice->SetRenderState( D3DRS_SRCBLEND, 3 );
pDevice->SetRenderState( D3DRS_DESTBLEND, 4 );
pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
}
if(iStride==44)
{
pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
}
if(iStride==40)
{
pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
}
if(iStride==32)
{
pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
}
}

if(xray)
{
if(iStride==28)     
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);   
}
}

if(nofog) 
{ 
pDevice->SetRenderState(D3DRS_FOGENABLE, false); 
}


  return pDrawIndexedPrimitive(pDevice, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);

}
I think this will start you.


What could be done with this:
MPGH Public v1.2 - YouTubeⓘ


Mhmm credit me if u want or don't





.


Can you teach me how to make the injector CrossFire Indonesia
along with video
after tired I ask with all the people
but all no one cares about it


than that I wanted to ask with all of you
Quote Originally Posted by OKyTKJ View Post
Can you teach me how to make the injector CrossFire Indonesia
along with video
after tired I ask with all the people
but all no one cares about it


than that I wanted to ask with all of you
Youtube + Google are Your Teachers
Very Kind I Guess To Forum Well Done My Friend Lol Full RAM Tho :l But Good
Don't Post Anything To Public Because There a FAGS Group Called

---->"G.M The Big Leecher's<----
Posts 1–15 of 57 · Page 1 of 4
This thread is closed for replies.

Similar Threads

Tags for this Thread

None

Talk with us