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  • Page 1 of 4 123 ... LastLast
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    1. #1
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      D3DTextureLoggerClient - Simple Primitive Logging Utility for Chams

      Silent VPN
      Hey guys,

      Out of curiosity I was looking at the Wallhack tutorial since I had never done one before. But when I got to the video about how to find the prims (link below) I realized that it was incredibly time consuming. And probably will not get any better with games now generating more and more complicated models. So I made this utility that greatly cuts down the time it takes to find the models.

      Documentation and Screenshots
      D3DTextureLoggerClient Win32 Binary
      D3DTextureLoggerClient Source Code
      Experimental Dev Branch
      Virust Total

      Update 2:
      You can now click to add the currently selected model to your list of chams. This makes is visible through other objects.

      D3DTextureLoggerClient - Simple Primitive Logging Utility for Chams

      Update:
      I've created an experimental branch. The current codebase in the experimental branch allows you to toggle the rendering of primitives. So you can keep game primitives from rendering to your screen, like walls, trees, etc.


      Screenshot of the Slender first note with the tree not being rendered:

      D3DTextureLoggerClient - Simple Primitive Logging Utility for Chams

      Fleep's Wallhack Video
      https://www.youtube.com/watch?v=22WFrx6Hv4Q
      Last edited by emistz; 06-07-2013 at 12:27 AM.

    2. Thanks Fleep, till0sch thanked for this post
    3. #2
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      Sweet post, thanks!

      Appreciate the links aswell, Love looking at some source.

    4. #3
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      Quote Originally Posted by emistz View Post
      Hey guys,

      Out of curiosity I was looking at the Wallhack tutorial since I had never done one before. But when I got to the video about how to find the prims (link below) I realized that it was incredibly time consuming. And probably will not get any better with games now generating more and more complicated models. So I made this utility that greatly cuts down the time it takes to find the models.

      Documentation and Screenshots
      D3DTextureLoggerClient Win32 Binary
      D3DTextureLoggerClient Source Code
      Virust Total
      How to use this? It says something like "Usage: .." but what do I have to enter on "%D3DMODULE% %D3DXMODULE" ?

    5. #4
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      Am I missing something, how does it cut down the time consumption compared to the logger Fleep used? There are methods that do, indeed, cut down the logging time (ie. crc logging, logging 5 - 10 primitives at a time, etc), but this one looks like a regular one to me, just with a GUI.

      Good work nonetheless, especially the screenshot part
      D3DTextureLoggerClient - Simple Primitive Logging Utility for Chams

    6. #5
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      Quote Originally Posted by c5 View Post
      logging 5 - 10 primitives at a time
      Good idea! Is that possible? Since I hate waiting for the correct values to appear so long..

    7. #6
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      Quote Originally Posted by till0sch97 View Post
      How to use this? It says something like "Usage: .." but what do I have to enter on "%D3DMODULE% %D3DXMODULE" ?
      D3DTextureLoggerClient.exe d3d9.dll d3d9x.dll.


      Quote Originally Posted by c5 View Post
      Am I missing something, how does it cut down the time consumption compared to the logger Fleep used? There are methods that do, indeed, cut down the logging time (ie. crc logging, logging 5 - 10 primitives at a time, etc), but this one looks like a regular one to me, just with a GUI.

      Good work nonetheless, especially the screenshot part
      I didn't use the one Fleep was using too much so maybe I missed some options, but from what I was able to do with it if you need to find a model, lets say it is 10,000 verts, 800 primCounts, you'd be hitting + 10,000 times until the model turns orange, then 800 times on primCount until it finally turns red. That's a long time. Now imagine you only have 70 prims being drawn on screen at this point, with my tool you just hit forward 70 times, as opposed to 10,800 times.

      Does that make sense?

    8. #7
      Kim Kong Trasher
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      Quote Originally Posted by till0sch97 View Post
      Good idea! Is that possible? Since I hate waiting for the correct values to appear so long..
      Yes. Highlight the stuff in a specific range, then if something you are looking for lights up, iterate by one to see which one exactly is the one
      D3DTextureLoggerClient - Simple Primitive Logging Utility for Chams

    9. #8
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      Quote Originally Posted by emistz View Post
      D3DTextureLoggerClient.exe d3d9.dll d3d9x.dll.




      I didn't use the one Fleep was using too much so maybe I missed some options, but from what I was able to do with it if you need to find a model, lets say it is 10,000 verts, 800 primCounts, you'd be hitting + 10,000 times until the model turns orange, then 800 times on primCount until it finally turns red. That's a long time. Now imagine you only have 70 prims being drawn on screen at this point, with my tool you just hit forward 70 times, as opposed to 10,800 times.

      Does that make sense?
      I'll try this right now since I just wanted to make chams for a certain game :] Thanks for sharing btw

      Ah you read it out somehow from memory? So that it just skips verts numbers that aren't drawn?

    10. #9
      Kim Kong Trasher
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      Quote Originally Posted by till0sch97 View Post
      I'll try this right now since I just wanted to make chams for a certain game :] Thanks for sharing btw

      Ah you read it out somehow from memory? So that it just skips verts numbers that aren't drawn?
      I haven't peeked at the source but I'd let the data run through DIP for a sec, save everything that runs through and then let user start iterating through them.

      Quite innovative approach tbh emistz
      D3DTextureLoggerClient - Simple Primitive Logging Utility for Chams

    11. #10
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      Quote Originally Posted by c5 View Post
      I haven't peeked at the source but I'd let the data run through DIP for a sec, save everything that runs through and then let user start iterating through them.

      Quite innovative approach tbh emistz
      Might as well have read the source, you hit it spot on. I just have a List<Primitives> that I add to every time the DIP hook gets called. Since DIP gives you exactly what is being rendered, the other logger's approach seemed odd.

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