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Help me
if(WHDino == 1)
{
if(Stride == 44 ) CekHook=true;
if (CekHook==true) {
pDevice->SetRenderState(D3DRS_ZENABLE, false);
pDevice->SetRenderState( D3DRS_FILLMODE,D3DFILL_SOLID );
pDevice->SetTexture(0, Orange);
oDrawIndexedPrimitive(pDevice, PrimType, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
pDevice->SetRenderState( D3DRS_ZENABLE, true );
pDevice->SetRenderState( D3DRS_FILLMODE,D3DFILL_SOLID );
pDevice->SetTexture(0, Orange);
CekHook=false;
}
}

ⓘ
What do you really need help with?
Quote Originally Posted by oliang View Post
if(WHDino == 1)
{
if(Stride == 44 ) CekHook=true;
if (CekHook==true) {
pDevice->SetRenderState(D3DRS_ZENABLE, false);
pDevice->SetRenderState( D3DRS_FILLMODE,D3DFILL_SOLID );
pDevice->SetTexture(0, Orange);
oDrawIndexedPrimitive(pDevice, PrimType, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
pDevice->SetRenderState( D3DRS_ZENABLE, true );
pDevice->SetRenderState( D3DRS_FILLMODE,D3DFILL_SOLID );
pDevice->SetTexture(0, Orange);
CekHook=false;
}
}

you need a bypass red screen Wallhack ..

i have a bypass red screen for Wallhack , but is private ... :'(
solution for you:

there are a lot objects in a stride. you should filter them with numvertices and primcount. even then, they will still share the same numverts and primcount. to overcome this, instead of using settexture, you should using setpixelshader for vertex skin texture shader to avoid all other non related objects to be drawn as well.
It will not work ..
because PB add a function to create a rosy outlook Wallhack ..
Quote Originally Posted by N_Ark View Post
It will not work ..
because PB add a function to create a rosy outlook Wallhack ..
project blackout is not pointblank. they are different, i can say. i tried to tap the objects in the settexture, they are sharing the same fvf. so, as well you set zbuffer to false, everything will dump front to the screen.

---------- Post added at 10:59 AM ---------- Previous post was at 10:55 AM ----------

btw, pointblank draws everything in drawindexedprimitive. project blackout has a bit wierd behaviour that i just figured out last 2 days ago. far object is rendered under drawprimitive without indexes instead it drew it at drawindexedprimitive. one of the example is the default ct force's far objects are drawn at drawprimitive. i am finding way to extract them into different textures and remove the unwanted background.

go to this url: hxxp://[UC Website]/forum/direct3d/78064-primcount-shows-funny-stuffs.html, that is my post and my finding.

---------- Post added at 12:23 PM ---------- Previous post was at 10:59 AM ----------

OH BTW! there is nothing such called "red screen bypass" after i searched all the textures. i am not the best, but don't lie to me and confuse the public. when you go thru some areas, it will paint entire red screen. that is because you color your texture with red, and only showing texture with stride 44. stride 44 includes a lot objects in a match. it will display everything that is connected to stride 44. numvertices and primitivecounts will narrow the items and not everything.

N_Ark, please don't give false information. this is bad.
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