Author Topic: Glass cockpits for vehicles. D3D9  (Read 2239 times)

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hater

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Glass cockpits for vehicles. D3D9
« on: July 13, 2007, 06:23:17 am »
This curent texture list for Bluefor. I wont provide copy paste code, but if you can code you will know what to do.


bool IsVehicle
(UINT xTexture) {
	
if (
modeldetection) {
	
	
return 
true;
	
}

	
else return 
false;
}



In DIP:


if (xstride 36 && settings.bVOverlays) {

if (
IsVehicle(modeldetection)) {
	
	

  
xD3Ddev->SetRenderStateD3DRS_SRCBLEND0x5 );
  
xD3Ddevv->SetRenderStateD3DRS_DESTBLEND0x2 );
  
xD3Ddev->SetRenderStateD3DRS_ALPHABLENDENABLETRUE );
	
	

   return 
xD3Ddev->DrawIndexedPrimitive(Type,BaseVertexIndexMinVertexIndexNumVerticesstartIndexprimCount);
   }
}



Eg:







[TKC]Wesker

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Re: Glass cockpits for vehicles. D3D9
« Reply #1 on: July 13, 2007, 06:32:26 am »
Looking good  :icon_thumbsup
I might have to DL Visual Studio once again.

The Illusive Man

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Re: Glass cockpits for vehicles. D3D9
« Reply #2 on: July 13, 2007, 03:07:57 pm »
This curent texture list for Bluefor. I wont provide copy paste code, but if you can code you will know what to do.


bool IsVehicle
(UINT xTexture) {
	
if (
modeldetection) {
	
	
return 
true;
	
}

	
else return 
false;
}



In DIP:


if (xstride 36 && settings.bVOverlays) {

if (
IsVehicle(modeldetection)) {
	
	

  
xD3Ddev->SetRenderStateD3DRS_SRCBLEND0x5 );
  
xD3Ddevv->SetRenderStateD3DRS_DESTBLEND0x2 );
  
xD3Ddev->SetRenderStateD3DRS_ALPHABLENDENABLETRUE );
	
	

   return 
xD3Ddev->DrawIndexedPrimitive(Type,BaseVertexIndexMinVertexIndexNumVerticesstartIndexprimCount);
   }
}





hmm where did you get that code from ? it reminds me of someone else's

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hater

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Re: Glass cockpits for vehicles. D3D9
« Reply #3 on: July 13, 2007, 03:11:36 pm »
you should its known as a "asus" hack. Most use it for walls but i recon its even better for the vehicles :)


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Re: Glass cockpits for vehicles. D3D9
« Reply #4 on: July 13, 2007, 03:14:40 pm »
you should its known as a "asus" hack. Most use it for walls but i recon its even better for the vehicles :)


\

i knew i recognised it from somewhere , btw what are you using to recognise models ?

crc , verts , or just striding ?
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hater

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Re: Glass cockpits for vehicles. D3D9
« Reply #5 on: July 13, 2007, 03:32:19 pm »
crc only caused woes when i tried it on arma, i find it can cause a bit oflag when u have alot of checks to.

Im using a custom method using vertexshaders for my model rec.


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Re: Glass cockpits for vehicles. D3D9
« Reply #6 on: July 13, 2007, 07:46:46 pm »
crc only caused woes when i tried it on arma, i find it can cause a bit oflag when u have alot of checks to.

Im using a custom method using vertexshaders for my model rec.



care to share this method ? there are a lot of people interested in d3d here

i have made a d3d hack for arma which i may release soon.
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hater

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Re: Glass cockpits for vehicles. D3D9
« Reply #7 on: July 14, 2007, 06:16:08 pm »
crc only caused woes when i tried it on arma, i find it can cause a bit oflag when u have alot of checks to.

Im using a custom method using vertexshaders for my model rec.



care to share this method ? there are a lot of people interested in d3d here

i have made a d3d hack for arma which i may release soon.

i would love to share it but its not really a public method that i know of.  However im sure you can work out what to do if i tell you to check out the GetVertexShaderConstant functions.  if you get stuck send me a pm and ill elp you out  :)

Theres eally alot of ways to do model detection if you start logging different functions. What are you currently using for model detection?

 I know logging all the models in arma can be a pain but te map editor makes it a bit eaier as u can just spawn all te models and off you go, it has 5 LOD so tat makes it a bit more time intensive to do.  Good luck :)





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Re: Glass cockpits for vehicles. D3D9
« Reply #8 on: July 15, 2007, 01:40:40 am »
well you see , what i use is not public i would love to tell you what i use but if i did i would have to track you down and kill you and your whole family :)

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Re: Glass cockpits for vehicles. D3D9
« Reply #9 on: July 15, 2007, 01:47:48 am »
i made a crc'r for arma when it first came out , had trouble with lockrect at first but resolved it quite easily



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hater

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Re: Glass cockpits for vehicles. D3D9
« Reply #10 on: July 15, 2007, 05:30:47 am »
good job, locrect was where i traced the crc blues down to aswell. If you have  crc working why not try using quickchecksum() by absorbix from GD. You will find that it does the same but without the lag crc can give you.  :)

With the vertex stuff you can try playing around with UINT StartRegister,CONST float* pConstantData,UINT Vector4fCountUINT.

Opfor is a startregister of 45 so eg.

if (startregister == 45)
{

.... do whatever

}

You can also use Vector4fCountUINT aswell.

What i liked about doing stuff through setvertexshader was that you can skipp the LOD stuff, ie one value will detect the same model at whatever distance..


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Re: Glass cockpits for vehicles. D3D9
« Reply #11 on: July 15, 2007, 06:42:14 pm »
good job, locrect was where i traced the crc blues down to aswell. If you have  crc working why not try using quickchecksum() by absorbix from GD. You will find that it does the same but without the lag crc can give you.  :)

With the vertex stuff you can try playing around with UINT StartRegister,CONST float* pConstantData,UINT Vector4fCountUINT.

Opfor is a startregister of 45 so eg.

if (startregister == 45)
{

.... do whatever

}

You can also use Vector4fCountUINT aswell.

What i liked about doing stuff through setvertexshader was that you can skipp the LOD stuff, ie one value will detect the same model at whatever distance..



do you go by any other names because i can tell your no 'new to d3d' type

btw i never ment tell me how to do it , i ment help others how to do it :)

i made my own routine to give me quick hashes i still call it crc , its an old habbit

btw hater , try using worldtoscreen in  setvertexshaderconstantf , it may result in a d3d bot :).. i cannot test it because i do not have arma installed any longer.
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hater

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Re: Glass cockpits for vehicles. D3D9
« Reply #12 on: July 16, 2007, 11:32:22 am »
A D3D bot i can achieve using a crappy lock on color type aimbot, but your talking about a vec based aimbot. However i find by memory hacking class names and properties for the weapons is pretty effective, like i mean theres no real need for a aimbot in ArmA, its pretty easy to kill people with 0 recoil anyway. I I spent some time with w2s in CreateVertexShader (). You need to use disassembleshader() to get the matrixes (xyz etc) however i didnt have much sucess with diassembleshader and found it would always crash when trying to read the vertex buffer :(

I am however reversing the player structs in arma so i can use the game engine to get x y z co ords, names etc of players.  However i got distracted with GRAW2 recently so have been spending time with that.