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greenzyzyzy Newbie cheater Reputation: 0
Joined: 26 Sep 2014 Posts: 23
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Posted: Sun Jan 11, 2015 5:44 am Post subject: i want to make a d3d hook program,where need to be change? |
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i want to make a d3d hook program,
which src code in ce src need to be used?
and where need to be change?
i only want to disenable zbuffer mode and use wireframe mode
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atom0s Moderator Reputation: 198
Joined: 25 Jan 2006 Posts: 8517 Location: 127.0.0.1
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Posted: Sun Jan 11, 2015 3:45 pm Post subject: |
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You could do this easily by using a proxy dll or just hooking onto the Direct3D device and hooking 'IDirect3DDevice9::SetRenderState'. You can adjust what you want there to disable the Z buffer and enforce wireframe.
There are a ton of tutorials on how to hook Direct3D on the internet in various coding languages. You'll mostly find them in C/C++ though.
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greenzyzyzy Newbie cheater Reputation: 0
Joined: 26 Sep 2014 Posts: 23
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Posted: Sun Jan 11, 2015 7:54 pm Post subject: |
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atom0s wrote: | You could do this easily by using a proxy dll or just hooking onto the Direct3D device and hooking 'IDirect3DDevice9::SetRenderState'. You can adjust what you want there to disable the Z buffer and enforce wireframe.
There are a ton of tutorials on how to hook Direct3D on the internet in various coding languages. You'll mostly find them in C/C++ though. |
can i use ce d3dhook api?
or hook IDirect3DDevice9::SetRenderState this api only?need orther api?
and i think use ce d3dhook api is easily and better.
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Dark Byte Site Admin Reputation: 458
Joined: 09 May 2003 Posts: 25287 Location: The netherlands
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Posted: Sun Jan 11, 2015 8:11 pm Post subject: |
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ce's d3dhook requires ce's autoasembler to do some of the hooking and configuring stuff like textures and sprites is also done internally in ce
it won't be easy to seperate them, and ultimately you'll end up with a full cheat engine build anyhow
it might be better to write or find a more basic d3dhook for simple flags like wireframe and zbuffering
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greenzyzyzy Newbie cheater Reputation: 0
Joined: 26 Sep 2014 Posts: 23
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Posted: Sun Jan 11, 2015 10:38 pm Post subject: |
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Dark Byte wrote: | ce's d3dhook requires ce's autoasembler to do some of the hooking and configuring stuff like textures and sprites is also done internally in ce
it won't be easy to seperate them, and ultimately you'll end up with a full cheat engine build anyhow
it might be better to write or find a more basic d3dhook for simple flags like wireframe and zbuffering |
thank you,would you like to help me to tell me which apis will need to hook?
only IDirect3DDevice9::SetRenderState and some initialize apis?
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atom0s Moderator Reputation: 198
Joined: 25 Jan 2006 Posts: 8517 Location: 127.0.0.1
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Posted: Sun Jan 11, 2015 10:51 pm Post subject: |
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greenzyzyzy wrote: | Dark Byte wrote: | ce's d3dhook requires ce's autoasembler to do some of the hooking and configuring stuff like textures and sprites is also done internally in ce
it won't be easy to seperate them, and ultimately you'll end up with a full cheat engine build anyhow
it might be better to write or find a more basic d3dhook for simple flags like wireframe and zbuffering |
thank you,would you like to help me to tell me which apis will need to hook?
only IDirect3DDevice9::SetRenderState and some initialize apis? |
If you just want to hook SetRenderState then you only need to hook that. There are tons of examples of how to do vtable hooking with Direct3D around the internet that should get you started.
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greenzyzyzy Newbie cheater Reputation: 0
Joined: 26 Sep 2014 Posts: 23
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Posted: Sun Jan 11, 2015 11:12 pm Post subject: |
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atom0s wrote: | greenzyzyzy wrote: | Dark Byte wrote: | ce's d3dhook requires ce's autoasembler to do some of the hooking and configuring stuff like textures and sprites is also done internally in ce
it won't be easy to seperate them, and ultimately you'll end up with a full cheat engine build anyhow
it might be better to write or find a more basic d3dhook for simple flags like wireframe and zbuffering |
thank you,would you like to help me to tell me which apis will need to hook?
only IDirect3DDevice9::SetRenderState and some initialize apis? |
If you just want to hook SetRenderState then you only need to hook that. There are tons of examples of how to do vtable hooking with Direct3D around the internet that should get you started. |
thank you ,but this api seems use for z buffer.what about wireframe?
is it use this api too?
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atom0s Moderator Reputation: 198
Joined: 25 Jan 2006 Posts: 8517 Location: 127.0.0.1
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Posted: Sun Jan 11, 2015 11:16 pm Post subject: |
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SetRenderState is not an API. It is a member function of the IDirect3DDevice9 interface. (Assuming Direct3D9 is your target.)
SetRenderState handles all of the render state operations. But keep in mind you may need to effect them at different times and not just all of the time for the expected results you are trying to achieve.
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greenzyzyzy Newbie cheater Reputation: 0
Joined: 26 Sep 2014 Posts: 23
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Posted: Sun Jan 11, 2015 11:26 pm Post subject: |
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atom0s wrote: | SetRenderState is not an API. It is a member function of the IDirect3DDevice9 interface. (Assuming Direct3D9 is your target.)
SetRenderState handles all of the render state operations. But keep in mind you may need to effect them at different times and not just all of the time for the expected results you are trying to achieve. |
what about wireframe?
is it use this interface too?
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atom0s Moderator Reputation: 198
Joined: 25 Jan 2006 Posts: 8517 Location: 127.0.0.1
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Posted: Sun Jan 11, 2015 11:56 pm Post subject: |
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greenzyzyzy wrote: | atom0s wrote: | SetRenderState is not an API. It is a member function of the IDirect3DDevice9 interface. (Assuming Direct3D9 is your target.)
SetRenderState handles all of the render state operations. But keep in mind you may need to effect them at different times and not just all of the time for the expected results you are trying to achieve. |
what about wireframe?
is it use this interface too? |
Wireframe is done via D3DRS_FILLMODE flag. But yes it uses the same function.
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greenzyzyzy Newbie cheater Reputation: 0
Joined: 26 Sep 2014 Posts: 23
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Posted: Mon Jan 12, 2015 12:07 am Post subject: |
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atom0s wrote: | greenzyzyzy wrote: | atom0s wrote: | SetRenderState is not an API. It is a member function of the IDirect3DDevice9 interface. (Assuming Direct3D9 is your target.)
SetRenderState handles all of the render state operations. But keep in mind you may need to effect them at different times and not just all of the time for the expected results you are trying to achieve. |
what about wireframe?
is it use this interface too? |
Wireframe is done via D3DRS_FILLMODE flag. But yes it uses the same function. |
thank you, and dx10,dx11 still use SetRebderState interface or not?
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