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    (Basic) Chams Tut By ME!


    ViruzKillz23
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    Ok First i typed this shit all by hand!!

     

     

    Place this with the rest of your "int's"

     

    //=-=-=-=-=-=-=-=//

    Int Chams

    int ChamsColor1

    int ChamsColor2

    //=-=-=-=-=-=-=-=//

    extern int Chams

    extern int ChamsColor1

    extern int ChamsColor2

    //=-=-=-=-=-=-=//

     

    the int's will go into your Menu.cpp or Base.cpp right under your #includes

     

    Now we have Placed our int's so now you're probably wondering how do i make it multi selectable?

     

     

    char Chamss = {"Blue","Green","Black"};

    char Chamsss = {"Blue",Green","Black"};

     

    Notice that "Chamss" "Chamsss" is diffrent from "Chams" & "ChamsColor's" This is becuase we will be "calling" it through our menu to make it so we can select color through our GUI (Aka Menu)

     

    Now this is how we do so O.o

     

    MenuAddItem("CHAMS, Moptonoff, &Chams, 2, MENUITEM);

    //Call a break here if you want

    MenuAddItem("Color1" , Chamss, &ChamsColor1, 3, MENUITEM);

    MenuAddItem("Color2", Chamsss, &ChamsColor2, 3, MENUITEM);

     

    Exmple of diffrent calls

     

    d3d.additem("Chams",GlobalOpt, &Chams, 2, ITEM_NORMAL);

    d3d.additem("Color1", Chamss, ChamsColor1, 3, ITEM_NORMAL);

    d3d.additem(""Color2", Chamsss, ChamsColor2, 3, ITEM_NORMAL

     

    By now you have noticed me placing the numbers like 2 & 3 well for a very short discription; i called GlobalOpt OR Moptonoff, wich meens the regular (" ON ") (" OFF ") by me using what i placed as char. and placing 3 meens it will read the three selected colors (Not the actual color set ARGB as that color if you dont want Pick and Pull guessing game lol)

     

    Now we're done with calling through the menu show

    We're going to call the Chams ("Snippet")

     

    if(Chams==1){

    if(ChamsColor1 || !ChamsColor1){

    if(m_Stride == 44 ){

    if(Cham_Colour1==1){pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,255,0,0));

    }pDevice->SetRenderState(D3DRS_ZENABLE,false);

    if(Cham_Colour1==2){pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,0,0,255));

    }pDevice->SetRenderState(D3DRS_LIGHTING, true);

    if(Cham_Colour1==3){pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,255,255,0));

    }pDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);

    if(Cham_Colour1==4){pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,0,255,0));

    }pDevice->SetRenderState(D3DRS_FOGENABLE, false);

    if(Cham_Colour1==0){pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(0,0,0,0));

    }pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);

    }}

    //=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=//

     

    //=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=//

    if(ChamsColor2 || !ChamsColor2){

    if(m_Stride ==44){

    if(Cham_Colour2==1){pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,255,0,0));

    }pDevice->SetRenderState(D3DRS_ZENABLE,true);

    if(Cham_Colour2==2){pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,0,0,255));

    }pDevice->SetRenderState(D3DRS_LIGHTING, true);

    if(Cham_Colour2==3){pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,255,255,0));

    }pDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);

    if(Cham_Colour2==4){pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,0,255,0));

    }pDevice->SetRenderState(D3DRS_FOGENABLE, false);

    if(Cham_Colour2==0){pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(0,0,0,0));

    }}}

    }else{

    if(m_Stride == 44){pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(0,0,0,0));}

    }

     

    Make Sure to place the Chams Snippet into DIP xD

     

    Now done with this small tut ;)

     

     

    Change the ARGB to selected colors

     

    THIS IS NOT HOW I CODE!! IT'S TO GIVE MEMBERS THE BASICS TO LEARN HOW TO MAKE THIS BETTER!!!

     

    PS for those who want to think they're cool and Say "Biene Maja were are the credits?"

     

    Well CREDITS ALL MINE!

     

     

    PR0C3SS-1337 (Aka) ViruzKillz23

    Edited by ViruzKillz23
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    I will post mine a too O.o

     

     

    My Chams:

     

    Global:

    LPDIRECT3DTEXTURE8 Red,White,Yellow,Black,Green,Blue,Purple,Pink,Orange;
    bool			   Color				= true;
    int		   Chams		= 1; // 1 = Chams On
    int		   color1		= 3; // Change NUmber Between 0-9 
    int		   color2		= 5; // Change NUmber Between 0-9
    INT 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;
    }

    Present:

    if (Color)
    {
    GenerateTexture(pDevice,&Red,	 D3DCOLOR_ARGB(100,255,000,000));
    GenerateTexture(pDevice,&Green,  D3DCOLOR_ARGB(100,000,255,000));
    GenerateTexture(pDevice,&Blue,	D3DCOLOR_ARGB(100,000,000,255));
    GenerateTexture(pDevice,&Yellow, D3DCOLOR_ARGB(100,255,255,000));
    GenerateTexture(pDevice,&White,  D3DCOLOR_ARGB(100,255,255,255));
    GenerateTexture(pDevice,&Black,  D3DCOLOR_ARGB(100,000,000,000));
    GenerateTexture(pDevice,&Purple, D3DCOLOR_ARGB(100,150,000,255));
    GenerateTexture(pDevice,&Orange, D3DCOLOR_ARGB(100,255,150,000));
    Color=false;
    	}

    DrawIndexedPrimitive:

    	LPDIRECT3DTEXTURE8 Colors[9] = { NULL, Red, Green, Blue, Yellow, White, Black, Purple, Orange };
    DWORD dwOldZEnable = D3DZB_TRUE;
    if (m_Stride == 44){
    		if(Chams==1){
    								 pDevice->GetRenderState(D3DRS_ZENABLE, &dwOldZEnable);
    					 pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    								 if(color1>0){pDevice->SetTexture(0,Colors[color1]);}
    					 	 pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    								 pDevice->GetRenderState(D3DRS_ZENABLE, &dwOldZEnable);
    					 pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    								 if(color2>0){pDevice->SetTexture(0,Colors[color2]);}
    			 }
    }

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    hello are you able to post the hole code together with Addie's for combat arms

     

    like all i want it chams and i don't no all the code the #includes

     

    and shit like that soo can you post or PM me plz and thank you

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