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    Need Help. Chams and Wallhack don´t work


    wrhacker92
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    Hello, my Chams and WallHack don´t work and i don´t know why..

    Can someone pls help me ???

     

    Here´s my d3d base :

    #include <windows.h>
    #include <fstream>
    #include <d3d8.h>
    #include <d3dx8.h>
    #include <stdio.h>
    #include "base.h"
    #include "pattern.h"
    #include "detour.h"
    #include "graphic_adds.h"
    #include "d3dmenu.h"
    #include <ctime>
    #include <iostream>
    
    void DrawBox(IDirect3DDevice8 *pDevice, int x, int y, int w, int h, D3DCOLOR col)
    {
    struct QuadVertex {
    float x,y,z,rhw;
    DWORD dwColor;
    };
    IDirect3DVertexBuffer8 *pVertexBuffer = NULL;
    QuadVertex qV[4];
    BYTE *pVertexData = NULL;
    
    if (pDevice->CreateVertexBuffer((4*sizeof(QuadVertex)),(D3DUSAGE_WRITEONLY|D3DUSAGE_DYNAMIC),(D3DFVF_XYZRHW|D3DFVF_DIFFUSE),D3DPOOL_DEFAULT,&pVertexBuffer)<0) return;
    
    pDevice->SetRenderState(D3DRS_ZENABLE , FALSE);
    pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
    pDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
    
    pVertexBuffer->Lock(0,0,&pVertexData,D3DLOCK_NOSYSLOCK | D3DLOCK_DISCARD);
    if(pVertexData)
    {
    qV[0].dwColor = qV[1].dwColor = qV[2].dwColor = qV[3].dwColor = col;
    qV[0].z = qV[1].z = qV[2].z = qV[3].z = 0.0f;
    qV[0].rhw = qV[1].rhw = qV[2].rhw = qV[3].rhw = 0.0f;
    
    qV[0].x = (float)x;
    qV[0].y = (float)(y + h);
    qV[1].x = (float)x;
    qV[1].y = (float)y;
    qV[2].x = (float)(x + w);
    qV[2].y = (float)(y + h);
    qV[3].x = (float)(x + w);
    qV[3].y = (float)y;
    
    memcpy(pVertexData,qV,sizeof(QuadVertex)*4);
    pVertexBuffer->Unlock();
    pVertexData = NULL;
    
    pDevice->SetStreamSource(0,pVertexBuffer, sizeof(QuadVertex));
    pDevice->SetVertexShader( D3DFVF_XYZRHW | D3DFVF_DIFFUSE );
    pDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
    }
    if (pVertexBuffer) {
    pVertexBuffer->Release();
    pVertexBuffer=NULL;
    }
    pDevice->SetRenderState(D3DRS_LIGHTING, true);
    }
    
    void DrawCursor1(int x, int y, DWORD Color1, DWORD Color2, LPDIRECT3DDEVICE8 pDevice )
    {
    DrawBox(pDevice, x, y, 1, 1, Color1 );
    DrawBox(pDevice, x, y, 1, 12, Color1 );
    DrawBox(pDevice, x+1, y+11, 1, 1, Color1 );
    DrawBox(pDevice, x+2, y+10, 1, 1, Color1 );
    DrawBox(pDevice, x+3, y+9, 1, 1, Color1 );
    DrawBox(pDevice, x+4, y+10, 1, 2, Color1 );
    DrawBox(pDevice, x+5, y+12, 1, 2, Color1 );
    DrawBox(pDevice, x+6, y+14, 2, 1, Color1 );
    DrawBox(pDevice, x+7, y+10, 1, 2, Color1 );
    DrawBox(pDevice, x+6, y+9 , 1, 1, Color1 );
    DrawBox(pDevice, x+8, y+12, 1, 2, Color1 );
    DrawBox(pDevice, x+1, y, 1, 1, Color1 );
    DrawBox(pDevice, x+2, y+1, 1, 1, Color1 );
    DrawBox(pDevice, x+3, y+2, 1, 1, Color1 );
    DrawBox(pDevice, x+4, y+3, 1, 1, Color1 );
    DrawBox(pDevice, x+5, y+4, 1, 1, Color1 );
    DrawBox(pDevice, x+6, y+5, 1, 1, Color1 );
    DrawBox(pDevice, x+7, y+6, 1, 1, Color1 );
    DrawBox(pDevice, x+8, y+7, 1, 1, Color1 );
    DrawBox(pDevice, x+8, y+8, 1, 1, Color1 );
    DrawBox(pDevice, x+7, y+8, 1, 1, Color1 );
    DrawBox(pDevice, x+6, y+8, 1, 1, Color1 );
    DrawBox(pDevice, x+1, y+1, 1, 1, Color2 );
    DrawBox(pDevice, x+1, y+2, 2, 1, Color2 );
    DrawBox(pDevice, x+1, y+3, 3, 1, Color2 );
    DrawBox(pDevice, x+1, y+4, 4, 1, Color2 );
    DrawBox(pDevice, x+1, y+5, 5, 1, Color2 );
    DrawBox(pDevice, x+1, y+6, 6, 1, Color2 );
    DrawBox(pDevice, x+1, y+7, 7, 1, Color2 );
    DrawBox(pDevice, x+1, y+8, 5, 1, Color2 );
    DrawBox(pDevice, x+1, y+9, 2, 1, Color2 );
    DrawBox(pDevice, x+1, y+10, 1, 1, Color2 );
    DrawBox(pDevice, x+4, y+9, 2, 1, Color2 );
    DrawBox(pDevice, x+5, y+10, 2, 2, Color2 );
    DrawBox(pDevice, x+6, y+12, 2, 2, Color2 );
    }
    ////////////////////////////////////////////////////////END BOX
    
    
    
    #include "d3dfont.h" //this is for the font
    #define D3DHOOK_TEXTURES //comment this to disable texture hooking
    #define ABCPlayer (m_Stride == 44 || m_Stride == 44) // we declared our Player Body
    UINT m_Stride;
    
    
    CD3DFont *abc1234 = NULL;
    CD3DFont *cba4321 = NULL;////one for other text (such as a header)
    
    HANDLE phandle;
    HANDLE Wrrk;
    
    //ADDYS Hier
    //End
    
    
    
    ////////////////////////////////////////////////////////////////////////////////////Menü
    //Ordner Hier
    int CH_D3D = 1;
    //Hacks Hier
    int CH_chams = 0;
    int CH_WALLS = 0;
    //Ende
    
    void RebuildMenu(void)
    {
    strcpy(Mtitle,"D3D hook");
    MenuAddItem("made by wrhacker92" , (char **)"" , 0,0,MENUTEXT);
    MenuAddItem("[D3D]", Moptfolder, &CH_D3D, 2, MENUFOLDER);
    if (CH_D3D) {
    MenuAddItem("Chams", Moptonoff , &CH_chams , 2, MENUITEM);
    MenuAddItem("Wallhack", Moptonoff , &CH_WALLS , 2, MENUITEM);
    }
    if (Mpos==0) Mpos++;
    }
    
    
    ////////////////////////////////////////////////////////////////////////////////////Menü
    char Display_Line[256];///256 is the max text it will pass
    const D3DCOLOR txtblue = D3DCOLOR_ARGB(255, 255, 0, 0);
    const D3DCOLOR txtwhite = D3DCOLOR_ARGB(255, 0,255, 0);
    
    
    void Write_D3Dmem( void* pxAddress, void* pxBuffer )
    {
    unsigned long Protection;
    VirtualProtect((void*)pxAddress, sizeof( pxBuffer ), PAGE_READWRITE, &Protection);
    memcpy((void*)pxAddress, (const void*)pxBuffer, sizeof( pxBuffer ));
    VirtualProtect((void*)pxAddress, sizeof( pxBuffer ), Protection, 0);
    }
    
    
    
    const D3DCOLOR textOrange = D3DCOLOR_ARGB(255, 255, 140, 0);
    const D3DCOLOR textRed = D3DCOLOR_ARGB(255, 255, 0, 0);
    const D3DCOLOR textGreen = D3DCOLOR_ARGB(255,0,255,0);
    const D3DCOLOR textWhite = D3DCOLOR_ARGB(255,255,255,255);
    const D3DCOLOR textBlue = D3DCOLOR_ARGB(255,0,0,255);
    const D3DCOLOR textYellow = D3DCOLOR_ARGB(255,255,255,0);
    const D3DCOLOR textPink = D3DCOLOR_ARGB(255,255,192,203);
    const D3DCOLOR textBlack = D3DCOLOR_ARGB(255,0,0,0);
    const D3DCOLOR textPurple = D3DCOLOR_ARGB(255,160,32,240);
    
    LPDIRECT3DTEXTURE8 texRed;
    LPDIRECT3DTEXTURE8 texBlue;
    LPDIRECT3DTEXTURE8 texGreen;
    LPDIRECT3DTEXTURE8 texYellow;
    LPDIRECT3DTEXTURE8 texPink;
    LPDIRECT3DTEXTURE8 texTur;
    LPDIRECT3DTEXTURE8 texOrange;
    LPDIRECT3DTEXTURE8 texWhite;
    LPDIRECT3DTEXTURE8 texGrenade;
    LPDIRECT3DTEXTURE8 texBlack;
    
    void DrawRect(IDirect3DDevice8* Unidade, int baseX, int baseY, int baseW, int baseH, D3DCOLOR Cor)
    {
    D3DRECT BarRect = { baseX, baseY, baseX + baseW, baseY + baseH };
    Unidade->Clear(1, &BarRect, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, Cor, 0, 0);
    }
    
    
    HRESULT PreReset ()
    {
    
    abc1234->InvalidateDeviceObjects();
    abc1234->DeleteDeviceObjects();
    abc1234 = NULL;
    
    cba4321->InvalidateDeviceObjects();
    cba4321->DeleteDeviceObjects();
    cba4321 = NULL;
    
    return S_OK;
    }
    
    HRESULT PostReset(LPDIRECT3DDEVICE8 pDevice)
    {
    abc1234 = new CD3DFont("Arial", 8, D3DFONT_BOLD);
    abc1234->InitDeviceObjects(pDevice);
    abc1234->RestoreDeviceObjects();
    
    cba4321 = new CD3DFont("Arial", 15, D3DFONT_BOLD);
    cba4321->InitDeviceObjects(pDevice);
    cba4321->RestoreDeviceObjects();
    
    return S_OK;
    }
    //////////////////////////////////////////////////////////////////////////////////
    /////////////////////////////////////////////////////////////////////////////////////////////
    HRESULT Release()
    {
    
    abc1234->InvalidateDeviceObjects();
    abc1234->DeleteDeviceObjects();
    abc1234 = NULL;
    cba4321->InvalidateDeviceObjects();
    cba4321->DeleteDeviceObjects();
    cba4321 = NULL;
    
    CloseHandle(phandle);
    phandle = NULL;
    
    return S_OK;
    }
    
    void DrawText(char *text, int x, int y, DWORD color,CD3DFont *font)
    {
    if (font==0) font=abc1234;
    if (!text) return;
    if (font==0) return;
    font->DrawText((float)x+1, (float)y , D3DCOLOR_ARGB( 255, 0, 0, 0 ), text);
    font->DrawText((float)x-1, (float)y , D3DCOLOR_ARGB( 255, 0, 0, 0 ), text);
    font->DrawText((float)x , (float)y+1, D3DCOLOR_ARGB( 255, 0, 0, 0 ), text);//werkt hij nu wel? dude.. ik weet wat ik doe-_-
    font->DrawText((float)x , (float)y-1, D3DCOLOR_ARGB( 255, 0, 0, 0 ), text);
    font->DrawText((float)x, (float)y, color, text);
    }
    
    /////////// MY DRAWINDEXPRIMITIVE
    
    //Post Reset Creates Fonts
    
    // CHAMS CODE HERE
    HRESULT WINAPI myDrawIndexedPrimitive(LPDIRECT3DDEVICE8 pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount)
    {
    _asm pushad;
    //////////////////////////////////////////////////////////////////////
    if (CH_chams==1)
    {
    if (m_Stride == 44)
    {
    pDevice->SetRenderState(D3DRS_ZENABLE,false);
    pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
    pDevice->SetTexture( 0, texRed);
    pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    pDevice->SetRenderState(D3DRS_ZENABLE, true);
    pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
    pDevice->SetTexture( 0, texGreen);
    }
    }
    ////////////////////////////////////////////////////////WALLS
    
    if(CH_WALLS==1) {
    if(m_Stride == 40){
    if(CH_WALLS)pDevice->SetRenderState(D3DRS_ZENABLE,true);
    if(CH_WALLS)pDevice->SetRenderState(D3DRS_LIGHTING, true);
    if(CH_WALLS)pDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);
    if(CH_WALLS)pDevice->SetRenderState(D3DRS_FOGENABLE, false);
    if(CH_WALLS==1){pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,255,0,0));}
    if(CH_WALLS==2){pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,0,0,255));}
    if(CH_WALLS==3){pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,255,255,0));}
    if(CH_WALLS==4){pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,0,255,0));}
    if(CH_WALLS==0){pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,0,0,0));}
    }}else{if(m_Stride == 40)pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(0,0,0,0));}
    
    
    _asm popad;
    return pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    }
    ////////// SET YOUR STRIDES HERE
    HRESULT WINAPI mySetStreamSource(LPDIRECT3DDEVICE8 pDevice, UINT nStreamNumber, LPDIRECT3DVERTEXBUFFER8 pStreamData, UINT nStride)
    {
    _asm pushad;
    
    if (nStreamNumber == 0)
    m_Stride = nStride;
    
    _asm popad;
    return pSetStreamSource(pDevice, nStreamNumber, pStreamData, nStride);
    }
    
    
    
    HRESULT WINAPI myPresent ( LPDIRECT3DDEVICE8 pDevice, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion )
    {
    _asm pushad;
    PostReset(pDevice); // Restores fonts
    
    ///Hier Hacks rein ZB.: Stamina
    ///Hacks Ende
    //////////
    
    if (Mmax==0) RebuildMenu();
    MenuShow(13,14,abc1234); // show the menu at loc 10,10 with a specified font
    MenuNav();
    
    
    PreReset(); // Destroys fronts to prvent cash on display change
    _asm popad;
    return pPresent( pDevice, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion );
    }
    int D3D (void)
    {
    HMODULE CBBase = NULL;
    for (;CBBase == NULL;Sleep(100))
    CBBase = LoadLibrary("d3d8.dll");
    DWORD* VTableS = 0;
    DWORD hD3D8 = (DWORD)GetModuleHandle("d3d8.dll");
    DWORD table = FindPattern(hD3D8, 0x128000, (PBYTE)"\xC7\x06\x00\x00\x00\x00\x89\x86\x00\x00\x00\x00\x89\x86", "xx????xx????xx");
    memcpy(&VTableS, (void*)(table+2), 4);
    DWORD dwDrawIndexedPrimitive = VTableS[71];
    DWORD dwSetStreamSource = VTableS[83];
    DWORD dwPresent = VTableS[15];
    
    pDrawIndexedPrimitive = (oDrawIndexedPrimitive)DetourFunc((PBYTE)dwDrawIndexedPrimitive, (PBYTE)myDrawIndexedPrimitive, 7);  
    pSetStreamSource = (oSetStreamSource)DetourFunc((PBYTE)dwSetStreamSource, (PBYTE)mySetStreamSource, 7);
    pPresent = (oPresent)DetourFunc((PBYTE)dwPresent, (PBYTE)myPresent, 7);
    return 0;
    }
    
    // Injects Into Process
    BOOL WINAPI DllMain (HINSTANCE HINST_MOS, DWORD DW_REASON, LPVOID LP_REV)
    {
    switch (DW_REASON)
    {
    // ATTACH:
    case DLL_PROCESS_ATTACH:
    CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)D3D, NULL, NULL, NULL);
    break;
    // DEATTACH:
    case DLL_PROCESS_DETACH:
    break;
    }
    return TRUE;
    }

    Edited by wrhacker92
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    • 2 weeks later...

    You miss GenerateTexture

     

    GenerateTexture(pDevice, &texOrange, textOrange); //for example to define the color orange,

     

    First you have to create this function: HRESULT GenerateTexture

     

    GL

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    i have now generate texture but it doesn´t work

     

    here the texture i use :

    HRESULT GenerateTexture(IDirect3DDevice8 *pD3Ddev, IDirect3DTexture8 **ppD3Dtex, DWORD colour32)
    {
    if( FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex)) )
    	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;
    }

    Edited by wrhacker92
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    Here nub, u cant even code, so jsut copy and past it.

     

    On the top under include add:

    UINT m_Stride;
    int Color = true;
    
    
    LPDIRECT3DTEXTURE8 Alpha,Red,White,Yellow,Black,Green,Blue,Purple,Pink,Orange,Green2;
    
    
    HRESULT GenerateTexture(IDirect3DDevice8 *pD3Ddev, IDirect3DTexture8 **ppD3Dtex, DWORD colour32)
    {
    if(FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex)))
    	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;
    }

    Now find DrawINderPrimitif and add it:

     

    DWORD dwOldZEnable = D3DZB_TRUE;
    		 pDevice->GetRenderState(D3DRS_ZENABLE, &dwOldZEnable);
    		 pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    		 pDevice->SetTexture(1, Red);
    		 pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    		 pDevice->GetRenderState(D3DRS_ZENABLE, &dwOldZEnable);
    		 pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    		 pDevice->SetTexture(1, Blue);

     

    Now find SetStreamSource and add:

     

    if(nStreamNumber == 0)
    {
    	m_Stride = nStride;
    }

     

    Now find PResent and add:

     

    	if(Color)
    {
    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, &Green2, D3DCOLOR_ARGB (200 , 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, &Alpha, D3DCOLOR_ARGB (0 , 0 , 0 , 0 ));
    GenerateTexture(pDevice, &White, D3DCOLOR_ARGB (255 , 255 , 255 , 255 ));
    Color=false;
    	}

     

    If it doesn't work then, it is ur detour function is not good.

     

    BTW, that is my elite cham O.o Now u know my secret!

    cham1.png

    Edited by tommy24a
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    omg i have all this added for days ago.every1 say the same, but it doesn´t work !!!!

    maybe my detour is not good idk

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    Lol, in ur base u doesn't even have it so...

     

    if(Color)

    {

    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, &Green2, D3DCOLOR_ARGB (200 , 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, &Alpha, D3DCOLOR_ARGB (0 , 0 , 0 , 0 ));

    GenerateTexture(pDevice, &White, D3DCOLOR_ARGB (255 , 255 , 255 , 255 ));

    Color=false;

    }

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    maybe anytime the game is resetting their textures that means you have to do the same! reset them and recreate them, and make sure your code is called!

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    • 1 month later...

    Finally someone said it! It might NOT be his textures. It's the fact he has no detour.

    WarRock will try to prevent any editting in the colors/renderstate, so you will need a detour.

     

    Simple.

     

    Plus, those chams are ugly! i think they were made by GHB's Phenom...

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    those cham's were made by roverturbo.

    Using the texture stage is 1 instead of 0 isn't really elite - its just a different stage O.o there are 7 of them.

    As is making an alpha texture, im sure azorbix done that in 2007?

     

    How can you say he has no detour, you can clearly see he is getting the address from the vtable, then using a 7 byte detour...

     

    pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);

    May I ask why your are changing the render state to SOLID when it is already SOLID?

     

    Maybe its worth taking all your ambient lighting out and any shader editting, all of that crap. Then just making a chams.

    1. It will be easier to make a good working hack

    2. You might start to learn some of the code you copied

     

    WarRock will try to prevent any editting in the colors/renderstate,

    Hackshield does not scan renderstate. Nor does it prevent renderstate from working

     

    @wrhacker92 - would be nice if you broke down your thread a little, not really good saying "it don't work" then posting code that you don't understand.

     

    Peace

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