Author Topic: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)  (Read 8718 times)

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Bellend

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Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
« Reply #15 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

Bellend

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Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
« Reply #16 on: January 31, 2008, 11:15:45 am »
Works also with Tony Hawk's Pro Skater 4. :)

Subsky

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Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
« Reply #17 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
« Last Edit: February 17, 2008, 10:51:59 am by Subsky »

Subsky

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Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
« Reply #18 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


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Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
« Reply #19 on: January 31, 2008, 12:31:01 pm »
Ghost Recon needs DX8 according to the requirements
Max Payne is missing from your working list
Replace Captain America is Americas Army

Flashpoint could be DX7... Sorry, my bad.

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Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
« Reply #20 on: January 31, 2008, 02:13:01 pm »
Operation Flashpoint is DX8,ArmA is DX9.

*While we crash and burn, small, low tech, agrarian societies such as the Hmong in the mountains of Laos will continue on without so much as blinking an eye.*

Bellend

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Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
« Reply #21 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

Easy_tiger

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Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
« Reply #22 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.


 

MrMedic

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Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
« Reply #23 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.
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MrMedic

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Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
« Reply #24 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.
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Easy_tiger

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Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
« Reply #25 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....

MrMedic

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Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
« Reply #26 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
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jeremysniper

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Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
« Reply #27 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??

Bellend

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Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
« Reply #28 on: June 30, 2008, 11:20:45 pm »
Just search for that file with Google and place it in your system32 directory.

jeremysniper

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Re: [RELEASE] D3D Textured Model Recognition Tool v1.0 (BETA)
« Reply #29 on: July 01, 2008, 12:15:40 am »
ok its working now thanks

how do i get it to detect models its not..
« Last Edit: July 01, 2008, 04:04:04 am by jeremysniper »