As some of you may be aware- I've returned to game hacking. The past day I've been working on my own little tool for D3D model recognition.
As the description says- it allows me to log all the parameters passed into DrawIndexedPrimitive() "on the fly".
Then, I stop the recording- select the High-lighting option- and go through the parameters shown up in the list boxes to find the target model (Refer to the picture, where I've just finished locating the weapon models).
It's not finished, but I plan to add a seperate window with a ListView- that saves all the currently selected params in High-light mode (with the touch of a hotkey).
Later, when you've got all the parameters logged, you can export the list to a syntactically correct .cpp (C++) file via the file menu, or save the parameters to the format this program uses for modification later.
I'm thinking of including texture CRC recognition aswell; but I'm still undecided. Texture CRC recognition is a lot easier to do inside the game, without any fancy menus IMO. Model Recognition calls for this kind of interface though- if you take into consideration all the possible parameters required to unique identify a model.
When it's finished, I'll be able to create fully working Charms incl. Wallhack within a matter of minutes.
Let us know what you think.
Subsky