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How to make Chams for Warrock

This is a discussion on How to make Chams for Warrock within the Warrock Hacks forum part of the WarRock category; Tutorial On Chams By Thimo Requirments: -D3D Starter Kit V3.0B -Generatetexture Function -Microsoft Visual C++/ Studio -Brain -Knowledge of C++ ...

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Old 06-24-2008, 01:11 PM
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Post How to make Chams for Warrock

Quote:
Tutorial On Chams
By Thimo



Requirments:
-D3D Starter Kit V3.0B
-Generatetexture Function
-Microsoft Visual C++/ Studio
-Brain
-Knowledge of C++
-MSDN
-D3D SDK

Seting up:

Download The starter kit to you desktop and open it.

Coding:
First we are going to make a Wallhack:

In the starter kit go to d3d8dev.ccp
Under the #defines
Code:
 bool wallhack; //made by thimo
UINT m_Stride; //made by thimo
Place this in DrawIndexedPrimitive

Code:
 if (wallhack) //If wallhack bool is called.
    {
    if(m_stride == 44) //On the players model.
    {
            m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); //Then bring to the front
        }
        else
        {
            m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, TRUE); //Evertyhing else is normal
        } 
    }

if ((GetAsyncKeyState(VK_NUMPAD1)&1) == 1) // If get numpad 1 then
     wallhack = !wallhack;         //toggle wallhack

Chams:

Start with the same code as above

On top:
Code:
 bool chams;
UINT m_Stride;
LPDIRECT3DTEXTURE8 texRed, texGreen; //textures
Now in DrawIndexedPrimitive:
Code:
 if (chams)            //if cham bool is called
    {
        if (m_Stride == 44)            //on the player models
        {
            m_pD3Ddev->SetRenderState(D3DRS_ZENABLE,false);         //bring to front
            m_pD3Ddev->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);        //fill it with a solid color
            m_pD3Ddev->SetTexture( 0, texRed);      //fill it wih red
            m_pD3Ddev->DrawIndexedPrimitive(PrimitiveType, minIndex, NumVertices, startIndex, primCount);
            m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, true);
            m_pD3Ddev->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
            m_pD3Dde->SetTexture( 0, texGreen);             //fill it with green
        }

if ((GetAsyncKeyState(VK_NUMPAD2)&1) == 1)         //id numpad 2 is called then
     Chams = !Chams;   //chams on and off
Now we need to make Colors!

The GenerateTextyure Function by Az0rbix
Now search for
Code:
 HRESULT CD3DManager::Release()
Under
Code:
 HRESULT CD3DManager::Release()
{
    return S_OK;
}
Add the GenerateTexture Function
Code:
 HRESULT GenerateTexture(IDirect3DDevice8 *pD3Ddev, IDirect3DTexture8 **ppD3Dtex, DWORD colour32)
{
    if( FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex)) )
        return E_FAIL;
    
    WORD colour16 =    ((WORD)((colour32>>28)&0xF)<<12)
            |(WORD)(((colour32>>20)&0xF)<<8)
            |(WORD)(((colour32>>12)&0xF)<<4)
            |(WORD)(((colour32>>4)&0xF)<<0);

    D3DLOCKED_RECT d3dlr;    
    (*ppD3Dtex)->LockRect(0, &d3dlr, 0, 0);
    WORD *pDst16 = (WORD*)d3dlr.pBits;

    for(int xy=0; xy < 8*8; xy++)
        *pDst16++ = colour16;

    (*ppD3Dtex)->UnlockRect(0);

    return S_OK;
}
Now in EndScene we are going to make those funtions!

Search for EndScene
in endscene add:
Code:
 GenerateTexture(m_pD3Ddev, &texRed,D3DCOLOR_ARGB(255,255,0,0));
GenerateTexture(m_pD3Ddev, &texGreen,D3DCOLOR_ARGB(255,0,255,0)); 
and in SetStreamSource we put:
  Code:
     if( StreamNumber == 0 ){m_Stride = Stride;}
Made by thimo
Report any Bugs

Quote:
Creditz:
Thimo = Tutorial
Cobra = Basics
Str8Soulja = Niggahfaggot
Az0rbix = D3D starter kit + GenerateTexture Function

I noticed this forum was lacking hacks, so I found some .

Last edited by Diesel; 06-24-2008 at 01:44 PM.
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