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Hacking and Art => General Modding & Programming / Other Games => OpenGL/Direct3D => Topic started by: Subsky on January 27, 2008, 12:48:09 pm

Title: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
Post by: Subsky on January 27, 2008, 12:48:09 pm
1)  Inject the TMR_D3D8.dll into target process using the loader.
2)  Load the D3DTexModelRecTool/ Enable logging (Options->Start Logging)
3a)  [Optional] Set highlighting colour (Options->Set Colour)
3b)  Load map/level with designed models.
4)  Use the hotkeys to cycle through all the rendered models.

F1 = PREV
F2 = NEXT
F3 = SELECT/STORE

Alternatively, if the FX keys conflict with the game use these hotkeys instead.

ALT+1 = PREV
ALT+2 = NEXT
ALT+3 = SELECT/STORE

5a)  [Optional]  You can save and later reload into the tool the models you have selected by File->Save As.
5b)  Dump the selected models to a .c/.cpp file using File-> Dump -> C/C++ Source -> Models -> All Coloured.

6)  Copy the code generated in the file directly into IDirect3DDevice8::DrawIndexedPrimitive().

For a simple wallhack, just disable the ZBuffer, and call DrawIndexedPrimitive()- then renable it eg.

if(...)   //Bunch of statements generated by D3DTexModelRecTool
{
          //Model Recognition Information For Colour: XXX

          SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
          m_pD3Ddev->DrawIndexedPrimitive(PrimitiveType, minIndex, NumVertices, startIndex, primCount);
          SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
}

Please don't move this to the TKC download section yet... I want to make sure it works properly for a range of games first.

If it works/doesn't work, please post what D3D8 games you tested it on so I can improve it/fix bugs.

Enjoy!
Title: Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
Post by: [TKC]Symantic on January 27, 2008, 12:50:23 pm
man, i was just gona finish up my show and go to bed, thanks subsky... looks like another non sleeping night.

I will test on a few games tonight for you.

I will also be setting this topic as sticky unless you wish otherwise.
Title: Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
Post by: [TKC]Symantic on January 27, 2008, 01:45:45 pm
Veitcong works
BF Vietnam dont work (i think its a d3d game)
Title: Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
Post by: [TKC]phranz on January 27, 2008, 03:34:13 pm
Awesome, thank you!!!
Testing now on different games.

++++++1!!  :icon_thumbsup
Title: Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
Post by: Subsky on January 28, 2008, 12:36:29 am
Must be a D3D8 game!  :icon_thumbsup
Title: Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
Post by: Bellend on January 28, 2008, 01:56:25 am
I can't get it to work with UT2004. :(
Title: Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
Post by: MrMedic on January 28, 2008, 02:53:22 am
I can't get it to work with UT2004. :(

is ut 2004 d8 ?
Title: Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
Post by: Bellend on January 28, 2008, 06:41:06 am
The game can be forced to use D3D8.
Title: Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
Post by: MrMedic on January 28, 2008, 06:25:52 pm
The game can be forced to use D3D8.

ok , didnt know that  :icon_thumbsup
Title: Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
Post by: [TKC]Wesker on January 28, 2008, 07:10:18 pm
Works well  :icon_thumbsup
Check out Captain America
(http://img138.imageshack.us/img138/6303/lol1lr7.th.jpg) (http://img138.imageshack.us/my.php?image=lol1lr7.jpg)
Title: Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
Post by: Subsky on January 30, 2008, 10:55:29 am
Thanks Wesker.  :icon_thumbsup

Would have thought someone would want to test it with any other D3D8 game.  If it gets enough support I'll consider releasing the private D3D9 dll to all that test the D3D8 one on a game not yet mentioned.

I'm also thinking of creating a D3D SetVertexShaderConstantX() Manipulation Tool. 

Most current games are using the programmable graphics pipeline to transform vertices.  Capturing the translation matrices data from SetTransform(D3DTS_WORLD, ...) to use in aimbots no longer works as the fixed function pipeline is left behind.

The tool would have a very similiar feel to the TexModelRec one... live capture and data manip. 

Any pointers Medic? lol.

Subsky
Title: Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
Post by: [TKC]Wesker on January 30, 2008, 04:26:59 pm
BF1942 gives a error occurred message on startup and points at "TMR_D3D8.dll" as being the blame.
Title: Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
Post by: MrMedic on January 30, 2008, 06:19:28 pm
..



Title: Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
Post by: MrMedic on January 30, 2008, 06:27:29 pm
yep i have one or two .... *ok flexes fingers* .. here goes


this applies to the majority of games be it direct x 8 or 9 , ogl most transforms from matrix to screen are calculated by the game engine not d3d but in some cases you can use worldtoscreen or a variation with some multiple calculations to transform matrix drawn to positive x and y as commonly known the z axis will not apply and in some cases the x y z are obfusticated to the result that you will use x and it will apply to z where as y will apply to x , this extrapolated will leave you with a rather simpler way of doing it..using set transform is a no no but using constant X would let you for example be able to aimbot on the majority , this would be the best way to go , setup a logging system to find out which d3d functions the engine is using to draw this will give you invaluable information and make it less trial and error which will inevitably speed things up alot for you ..

a good example is the all famed vietcong , if you were to for example set up a matrix and apply it in d/i/primitive you would find that you would infact have a primitive aimbot , make the mouse x, y = matrix.x ,matrix.y , another example for a different method would be to hook the interface of persay 1942 and use a similar method in setvertexshaderconstantf as was mentioned many years back that aimbots for bf games were impossible but i proved that to be a falicy in about 30 minutes :) .

also note : this method has benefits over engine based aimbots as it never needs updateing unless they change the interface to d3d ,which almost never applies as it takes the manufacturers of the game a hell of a lot of effort , in other words

engine based bot = every update of the game ( patch ) = the hack will not function and has to be updated.

D3d bot = fast , the hack will allways work no matter what patch and version ( never needs to be updated ), very easy and quick to make and as an added bonus it has esp virtually built in.

hope this helps
good luck :)
Title: Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
Post by: [TKC]Wesker on January 30, 2008, 09:21:27 pm
Working with Max Payne1

Using this with Rainbow6-GhostRecon (unreal engine) & Operation Flashpoint fucks up all the textures
(http://img178.imageshack.us/img178/937/121212121gq9.th.jpg) (http://img178.imageshack.us/my.php?image=121212121gq9.jpg)
Title: Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
Post by: Bellend on January 31, 2008, 07:36:13 am
WTF, I just tried it on another rig and everything is working fine with UT2004. :icon_cool2
Also the scrolling text of MrMedic's MegaTrainers look good on this rig. :smile
Title: Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
Post by: Bellend on January 31, 2008, 11:15:45 am
Works also with Tony Hawk's Pro Skater 4. :)
Title: Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
Post by: Subsky on January 31, 2008, 11:53:55 am
Awesome stuff- thanks guys.

So far this is the list:

Working:
Vietcong
Captain America
UT2004
Tony Hawk's Pro Skater 4
Max Payne
Castle Strike - works
Freedom Fighters
Gangland
Hitman 2: Silent Assassin
James Bond 007: Nightfire
Project IGI 2: Covert Strike
Serious Sam: The Second Encounter

Not Working
Rainbow6-GhostRecon
Operation Flashpoint
Hitman: Contracts - crashes at start
Enclave - screws up the graphics

Subsky
Title: Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
Post by: Subsky on January 31, 2008, 12:18:28 pm
Thanks Medic- makes sense  :icon_thumbsup.

I was always wondering where to get the world tansformation matrix from in newer games... Decided to install PIX and traces showed the D3DX programmable vertex shader calls ended up calling SetVertexShaderConstantF()- which is easy to intercept in the D3DXDevice.

Subsky

Title: Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
Post by: [TKC]Wesker on January 31, 2008, 12:31:01 pm
Ghost Recon needs DX8 according to the requirements (http://www.direct2drive.com/1/24/product/Buy-Tom-Clancy's-Ghost-Recon-Download)
Max Payne is missing from your working list
Replace Captain America is Americas Army

Flashpoint could be DX7... Sorry, my bad.
Title: Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
Post by: ZOldDude on January 31, 2008, 02:13:01 pm
Operation Flashpoint is DX8,ArmA is DX9.
Title: Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
Post by: Bellend on February 02, 2008, 08:59:19 pm
Castle Strike - works
Enclave - screws up the graphics
Freedom Fighters - works
Gangland - works
Hitman 2: Silent Assassin - works
Hitman: Contracts - crashes at start
James Bond 007: Nightfire - works
Project IGI 2: Covert Strike - works
Serious Sam: The Second Encounter - works
Title: Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
Post by: Easy_tiger on March 03, 2008, 08:31:59 pm
Thanks Wesker.  :icon_thumbsup

Would have thought someone would want to test it with any other D3D8 game.  If it gets enough support I'll consider releasing the private D3D9 dll to all that test the D3D8 one on a game not yet mentioned.

I'm also thinking of creating a D3D SetVertexShaderConstantX() Manipulation Tool. 

Most current games are using the programmable graphics pipeline to transform vertices.  Capturing the translation matrices data from SetTransform(D3DTS_WORLD, ...) to use in aimbots no longer works as the fixed function pipeline is left behind.

The tool would have a very similiar feel to the TexModelRec one... live capture and data manip. 

Any pointers Medic? lol.

Subsky

Releasing the D3D9 dll would be awesome, i havent got any d3d8 (or d3d8 forcable) games lol

p.s slightly off topic, would you or Medic like to start a topic on the PRINCIPLES (note principles not handouts ;P ) of injection techniques / detection avoidance? I dont really fancy putting the work into a wallhack/aimbot if it results in a GUID ban on a PB server :P.


 
Title: Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
Post by: MrMedic on March 04, 2008, 06:14:05 pm


p.s slightly off topic, would you or Medic like to start a topic on the PRINCIPLES (note principles not handouts ;P ) of injection techniques / detection avoidance? I dont really fancy putting the work into a wallhack/aimbot if it results in a GUID ban on a PB server :P.


 

i will speak to mullah about it , though this kind of info would have to be in a form of dev section to give it at least a bit of privacy ..

btw hooking is simple , the difficult part is making it undetected by whatever anti cheat scans for it.
Title: Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
Post by: MrMedic on March 04, 2008, 06:15:49 pm
btw at subsky there is a much much simpler way to to get model indexes , just hook the actual drawing clamp, this way you can define which call draws what , its a lot quicker than crc m8 and indexing verts.
Title: Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
Post by: Easy_tiger on March 04, 2008, 08:05:15 pm


p.s slightly off topic, would you or Medic like to start a topic on the PRINCIPLES (note principles not handouts ;P ) of injection techniques / detection avoidance? I dont really fancy putting the work into a wallhack/aimbot if it results in a GUID ban on a PB server :P.


 

i will speak to mullah about it , though this kind of info would have to be in a form of dev section to give it at least a bit of privacy ..

btw hooking is simple , the difficult part is making it undetected by whatever anti cheat scans for it.

It would be great if you could and yea the dev section would be the best place for such a topic. It would be great if i could find out how to stealth like CE's stealth kernel mode, i can scan ingame all day long in CoD4 and PB aint moaned once ;)

anyways back on topic....
Title: Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
Post by: MrMedic on March 04, 2008, 08:16:59 pm


p.s slightly off topic, would you or Medic like to start a topic on the PRINCIPLES (note principles not handouts ;P ) of injection techniques / detection avoidance? I dont really fancy putting the work into a wallhack/aimbot if it results in a GUID ban on a PB server :P.


 

i will speak to mullah about it , though this kind of info would have to be in a form of dev section to give it at least a bit of privacy ..

btw hooking is simple , the difficult part is making it undetected by whatever anti cheat scans for it.

It would be great if you could and yea the dev section would be the best place for such a topic. It would be great if i could find out how to stealth like CE's stealth kernel mode, i can scan ingame all day long in CoD4 and PB aint moaned once ;)

anyways back on topic....


there is a very simple way to bypass most anticheats , but that would be for the dev section , not public section m8
Title: Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
Post by: jeremysniper on June 30, 2008, 09:16:14 pm
how come i get a error running the D3D exe it says MFC71.DLL was not found??
Title: Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
Post by: Bellend on June 30, 2008, 11:20:45 pm
Just search for that file with Google and place it in your system32 directory.
Title: Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
Post by: jeremysniper on July 01, 2008, 12:15:40 am
ok its working now thanks

how do i get it to detect models its not..
Title: Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
Post by: Jurugi on June 10, 2009, 02:27:49 am
I'll tell you if it works out good for me.