Author Topic: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)  (Read 8728 times)

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Subsky

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[RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
« 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!
« Last Edit: February 17, 2008, 10:56:12 am by Subsky »

[TKC]Symantic

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Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
« Reply #1 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.
Enjoy your creative game-play, whatever that may include.

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Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
« Reply #2 on: January 27, 2008, 01:45:45 pm »
Veitcong works
BF Vietnam dont work (i think its a d3d game)
Enjoy your creative game-play, whatever that may include.

[TKC]phranz

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Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
« Reply #3 on: January 27, 2008, 03:34:13 pm »
Awesome, thank you!!!
Testing now on different games.

++++++1!!  :icon_thumbsup
the iq's around here are god awfull low!

Subsky

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Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
« Reply #4 on: January 28, 2008, 12:36:29 am »
Must be a D3D8 game!  :icon_thumbsup

Bellend

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Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
« Reply #5 on: January 28, 2008, 01:56:25 am »
I can't get it to work with UT2004. :(

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Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
« Reply #6 on: January 28, 2008, 02:53:22 am »
I can't get it to work with UT2004. :(

is ut 2004 d8 ?
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Bellend

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Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
« Reply #7 on: January 28, 2008, 06:41:06 am »
The game can be forced to use D3D8.

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Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
« Reply #8 on: January 28, 2008, 06:25:52 pm »
The game can be forced to use D3D8.

ok , didnt know that  :icon_thumbsup
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[TKC]Wesker

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Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
« Reply #9 on: January 28, 2008, 07:10:18 pm »
Works well  :icon_thumbsup
Check out Captain America


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Subsky

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Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
« Reply #10 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

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Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
« Reply #11 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.

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MrMedic

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Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
« Reply #12 on: January 30, 2008, 06:19:28 pm »
..



« Last Edit: January 30, 2008, 07:04:17 pm by MrMedic »
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MrMedic

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Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
« Reply #13 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 :)
« Last Edit: January 30, 2008, 07:05:07 pm by MrMedic »
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Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
« Reply #14 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

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