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    Help Chams


    boi2gangster
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    Well i tried and my Chams is hideous lol

    help plz

    if(Chams)
    		{
    		((m_Stride == 44) && (Chams));
    {
    		pDevice->SetRenderState(D3DRS_ZENABLE,false);		 //bring to front
    		pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);		//fill it with a solid color
    		pDevice->SetTexture( 0, NULL);	  //fill it wih red
    		pDevice->SetRenderState(D3DRS_FILLMODE, D3DCOLOR_ARGB(255,255,0,0));
    		pDevice->SetRenderState(D3DRS_ZENABLE, true);
    		pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
    		pDevice->SetTexture( 0, NULL);			 //fill it with green
    		pDevice->SetRenderState(D3DRS_FILLMODE, D3DCOLOR_ARGB(255,0,255,0));
    }
    		}
    		if (Wallhack) //If wallhack bool is called.
    {
    if(m_Stride == 44) //On the players model.
    {
    		pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); //Then bring to the front
    	}
    	else
    	{
    		 pDevice->SetRenderState(D3DRS_ZENABLE, TRUE); //Evertyhing else is normal
    	} 
    }

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    Well i tried and my Chams is hideous lol

    help plz

    if(Chams)
    		{
    		((m_Stride == 44) && (Chams));
    {
    		pDevice->SetRenderState(D3DRS_ZENABLE,false);		 //bring to front
    		pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);		//fill it with a solid color
    		pDevice->SetTexture( 0, NULL);	  //fill it wih red
    		pDevice->SetRenderState(D3DRS_FILLMODE, D3DCOLOR_ARGB(255,255,0,0));
    		pDevice->SetRenderState(D3DRS_ZENABLE, true);
    		pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
    		pDevice->SetTexture( 0, NULL);			 //fill it with green
    		pDevice->SetRenderState(D3DRS_FILLMODE, D3DCOLOR_ARGB(255,0,255,0));
    }
    		}
    		if (Wallhack) //If wallhack bool is called.
    {
    if(m_Stride == 44) //On the players model.
    {
    		pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); //Then bring to the front
    	}
    	else
    	{
    		 pDevice->SetRenderState(D3DRS_ZENABLE, TRUE); //Evertyhing else is normal
    	} 
    }

     

    What's your problem lol?

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    Well i tried and my Chams is hideous lol

    help plz

    You have: 
    
    pDevice->SetTexture( 0, NULL);	  //fill it wih red
    pDevice->SetTexture( 0, NULL);			 //fill it with green
    
    
    Should be: 
    
    pDevice->SetTexture( 0, Red);	  //fill it wih red
    pDevice->SetTexture( 0, Green);			 //fill it with green
    

     

    If you've generated your textures should work fine..

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    the chams doesnt show >.<

     

    i generated the text already and i changed the SetTexture

    wat am i doin wrong?

     

    if(Chams)
    		{
    		(m_Stride == 44);
    {
    		pDevice->SetRenderState(D3DRS_ZENABLE,false);		 //bring to front
    		pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);		//fill it with a solid color
    		pDevice->SetTexture( 0, Red);	  //fill it wih red
    		pDevice->SetRenderState(D3DRS_ZENABLE, true);
    		pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
    		pDevice->SetTexture( 0, Green);			 //fill it with green
    
    }
    		}
    		if (Wallhack) //If wallhack bool is called.
    {
    if(m_Stride == 44) //On the players model.
    {
    		pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); //Then bring to the front
    	}
    	else
    	{
    		 pDevice->SetRenderState(D3DRS_ZENABLE, TRUE); //Evertyhing else is normal
    	}
    }

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    no he's missing this code, becasue hes not generating the texture...

     

    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)<<
               |(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;
    }

    And then this must be above the coding above this.

    GenerateTexture(m_pD3Ddev, &texRed,D3DCOLOR_ARGB(255,255,0,0)); // RED
    GenerateTexture(m_pD3Ddev, &texGreen,D3DCOLOR_ARGB(255,0,255,0)); // GREEN

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    heres my whole chams code, i generated textures already btw

     

    if(Chams)
    		{
    		(m_Stride == 44);
    {
    		pDevice->SetRenderState(D3DRS_ZENABLE,false);		 //bring to front
    		pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);		//fill it with a solid color
    		pDevice->SetTexture( 0, Red);	  //fill it wih red
    		pDevice->SetRenderState(D3DRS_ZENABLE, true);
    		pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
    		pDevice->SetTexture( 0, Green);			 //fill it with green
    
    }
    		}
    		if (Wallhack) //If wallhack bool is called.
    {
    if(m_Stride == 44) //On the players model.
    {
    		pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); //Then bring to the front
    	}
    	else
    	{
    		 pDevice->SetRenderState(D3DRS_ZENABLE, TRUE); //Evertyhing else is normal
    	}
    }

     

    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 ));

     

    my GenerateTexture function

    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;
    }

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