Register for your free account! | Forgot your password?

You last visited: Today at 12:41

  • Please register to post and access all features, it's quick, easy and FREE!

Advertisement



[Source] Item Creator

Discussion on [Source] Item Creator within the S4 League Hacks, Bots, Cheats & Exploits forum part of the S4 League category.

Closed Thread
 
Old   #1
 
elite*gold: 0
Join Date: Nov 2014
Posts: 738
Received Thanks: 2,643
[Source] Item Creator

Yep, no comment.



CGameServerClient.h (Ant's(Edited))
Code:
//S4League's CGameServerClient - This handles every packet sent to and received from the GameServer.
#pragma once

namespace S4
{
	class CGameServerClient
	{
	public:
		int32_t m_ReferenceCount;													//4
		uint8_t m_S2CStuff[16];														//8

		class CGameServerS2C
		{
		public:
			virtual void Function0();
			virtual void Function1();
			virtual void Function2();
			virtual void Function3();
			virtual void Function4();
			virtual void Function5();
			virtual void Function6();
			virtual void Function7();
			virtual void Function8();
			virtual void Function9();
			virtual void Function10();
			virtual void Item_InventoryInfo_Ack(uint8_t a2,uint8_t *a3, std::vector<Item> * ItemBuffer);
			virtual void Function12();
			virtual void Function13();
			virtual BOOL CSuccessCreateCharacterAck(uint8_t a2, uint32_t *a3, uint32_t *a4, uint32_t *a5, uint32_t *a6, uint32_t *a7);
			virtual void Function15();
			virtual void Function16();
			virtual BOOL Item_UseItem_Ack(uint8_t a2,uint8_t * zero,uint8_t * char_id,uint8_t * slotid,uint64_t * itemid, uint8_t * equipid);
			virtual BOOL Item_UpdateInventory_Ack(uint8_t a2, uint32_t * a3, Create_Item * Item);
			virtual void Function19();
			virtual void Function20();
			virtual void Function21();
			virtual void Function22();
			virtual void Function23();
			virtual void Function24();
			virtual void Function25();
			virtual void Function26();
			virtual void Function27();
			virtual void Function28();
			virtual void Function29();
			virtual void Function30();
			virtual void Function31();
			virtual void Function32();
			virtual void Function33();
			virtual void Function34();
			virtual void Function35();
			virtual void Function36();
			virtual void Function37();
			virtual void Function38();
			virtual void Function39();
			virtual void Function40();
			virtual void Function41();
			virtual void Function42();
			virtual void Function43();
			virtual void Function44();
			virtual void Function45();
			virtual void Function46();
			virtual void Function47();
			virtual void Function48();
			virtual void Function49();
			virtual void Function50();
			virtual void Function51();
			virtual void Function52();
			virtual void Function53();
			virtual void Function54();
			virtual void Function55();
			virtual void Function56();
			virtual void Function57();
			virtual void Function58();
			virtual void Function59();
			virtual void Function60();
			virtual void Function61();
			virtual void Function62();
			virtual void Function63();
			virtual void Function64();
			virtual void Function65();
			virtual void Function66();
			virtual void Function67();
			virtual void Function68();
			virtual void Function69();
			virtual BOOL Item_DiscardItem_Ack(uint8_t a2,uint32_t *zero, uint32_t * one , uint64_t * iid);
			virtual void Function71();
			virtual void Function72();
			virtual void Function73();
			virtual void Function74();
			virtual void Function75();
			virtual void Function76();
			virtual void Function77();
			virtual void Function78();
			virtual void Function79();
			virtual void Function80();
			virtual void Function81();
			virtual void Function82();
			virtual void Function83();
			virtual void Function84();
			virtual void Function85();
			virtual void Function86();
			virtual void Function87();
			virtual void Function88();
			virtual void Function89();
			virtual void Function90();
			virtual void Function91();
			virtual void Function92();
			virtual void Function93();
			virtual void Function94();
			virtual void Function95();
			virtual void Function96();
			virtual void Function97();
			virtual void Function98();
			virtual void Function99();
			virtual void Function100();
			virtual void Function101();
			virtual void Function102();
			virtual void Function103();
			virtual void Function104();
			virtual void Function105();
			virtual void Function106();
			virtual void Function107();
			virtual void Function108();
			virtual void Function109();
			virtual void Function110();
			virtual void Function111();
			virtual void Function112();
			virtual void Function113();
			virtual void Function114();
			virtual void Function115();
			virtual void Function116();
			virtual void Function117();
			virtual void Function118();
			virtual void Function119();
			virtual void Function120();
			virtual void Function121();
			virtual void Function122();
			virtual void Function123();
			virtual void Function124();
			virtual void Function125();
			virtual void Function126();
			virtual void Function127();
			virtual void Function128();
			virtual void Function129();
			virtual void Function130();
			virtual void Function131();
			virtual void Function132();
			virtual void Function133();
			virtual void Function134();
			virtual void Function135();
			virtual void Function136();
			virtual void Function137();
			virtual void Function138();
			virtual void Function139();
			virtual void Function140();
			virtual void Function141();
			virtual void Function142();
			virtual void Function143();
			virtual void Function144();
			virtual void Function145();
			virtual void Function146();
			virtual void Function147();
			virtual void Function148();
			virtual void Function149();
			virtual void Function150();
			virtual void Function151();
			virtual void Function152();
			virtual void Function153();
			virtual void Function154();
			virtual void Function155();
			virtual void Function156();
			virtual void Function157();
			virtual void Function158();
			virtual void Function159();
			virtual void Function160();
			virtual void Function161();
			virtual void Function162();
			virtual void Function163();
			virtual void Function164();
			virtual void Function165();
			virtual void Function166();
			virtual void Function167();
			virtual void Function168();
			virtual void Function169();
			virtual void Function170();
			virtual void Function171();
			virtual void Function172();
			virtual void Function173();
			virtual void Function174();
			virtual void Function175();
			virtual void Function176();
			virtual void Function177();
			virtual void Function178();
			virtual void Function179();
			virtual void Function180();
			virtual void Function181();
			virtual void Function182();
			virtual void Function183();
			virtual void Function184();
			virtual void Function185();
			virtual void Function186();
			virtual void Function187();
			virtual void Function188();
			virtual void Function189();
			virtual void Function190();
			virtual void Function191();
			virtual void Function192();
			virtual void Function193();
			virtual void Function194();
			virtual void Function195();
			virtual void Function196();
			virtual BOOL Esper_Chip_Ack(uint8_t a2, uint32_t * a3, uint32_t * esperid);
			virtual void Function198();
			virtual void Function199();
			virtual void Function200();

		
		}m_GameServerS2C;															//24
		uint8_t m_S2CStuff_[36];													//28
		class CGameServerC2S
		{
		public:
			virtual void Function0();
			virtual void Function1();
			virtual void Function2();
			virtual void Function3();
			virtual void Function4();
			virtual void Function5();
			virtual bool Character_Create_Req(int8_t a2, int32_t * Proudnet, uint8_t * char_id, uint32_t * sex_id);
			virtual void Function7();
			virtual bool Character_Select_Req();
			virtual void Function9();
			virtual bool Character_Delete_Req(int8_t a2, int32_t * Proudnet, uint8_t * char_id);
			virtual void Function11();
			virtual void Function12();
			virtual void Function13();
			virtual void Function14();
			virtual void Function15();
			virtual void Function16();
			virtual void Function17();
			virtual void Function18();
			virtual void Function19();
			virtual void Item_UseItem_Req(uint8_t a2, int32_t * Proudnet, uint8_t * equip_id, uint8_t * char_id, uint8_t * slot_id,uint64_t * item_id);


		}m_GameServerC2S;								//64									//64
		uint8_t m_SC2Stuff__[16];
		class CGameRuleC2S
		{
		public:
			virtual void Function0();
			virtual void Function1();
			virtual void Function2();
			virtual bool RMI_CMessageSend(int8_t* remotes, int32_t remoteCount, uintptr_t rmiContext, uintptr_t Message, LPCWSTR RMI_Name, int32_t RMI_ID);
		}m_GameRuleC2S;
	};
}
S4 Function.h
Code:
#pragma once
#include <iostream>
#include <string>
#include "Update.h"
#include "S4 League.h"

BOOL __fastcall hk_RMI_CMessageSend(uintptr_t * thispointer, void * edx, int8_t* a2, int32_t a3, int32_t a4, int32_t a5, int32_t  a6, int32_t a7)
{
	if (a7 == Game_EquipCheck_Req || a7 == Room_ReadyRound_Req_2 || a7 == Room_BeginRound_Req_2 || a7 == Room_IntrudeRound_Req_2)
	{
		uint8_t start_offset;

		switch (a7)
		{
		case Room_IntrudeRound_Req_2:
		case Game_EquipCheck_Req:
			start_offset = 0x2;
			break;
		case Room_ReadyRound_Req_2:
		case Room_BeginRound_Req_2:
			start_offset = 0x3;
			break;
		}

		uintptr_t	current_pos	= *reinterpret_cast<uintptr_t*>	(*reinterpret_cast<uintptr_t*>(a5+0x8)+0x8)+start_offset;
		size_t		Size		= *reinterpret_cast<size_t*>	(*reinterpret_cast<uintptr_t*>(a5+0x8)+0xC);

		*reinterpret_cast<uint32_t*>(current_pos+Size-0xC-start_offset) = EsperID::NONE;

		for (int i = 0; i != 12; i++)
		{
			ZeroMemory((DWORD*)current_pos, sizeof(uint64_t));
			uint32_t Effect = *reinterpret_cast<uint32_t*>(current_pos + 0x10);
			if (Effect != 0)
			{
				Effect *= 0x4;
			}

			current_pos += Effect + 0x1C;
		}
	}
	return VT_RMI_CMessageSend(thispointer, a2, a3, a4, a5, a6, a7);
}

BOOL __fastcall hk_Character_CurrentItemInfo_Ack(uintptr_t* thispointer, void * edx, uint8_t a2, uint8_t* a3, uint8_t* char_id, std::vector<Character_Item_Buffer>* Weapon, std::vector<Character_Item_Buffer>* Skill, std::vector<Character_Item_Buffer>* Clothes)
{
	uint8_t equip_id = 2;

	for (auto it = Clothes->begin(); it != Clothes->end(); it++)
	{
		if (it->item_id != 0)
		{
			m_GameServerClient->m_GameServerC2S.Item_UseItem_Req(1, m_PNetPtr, &equip_id, char_id, &it->slot_id, &it->item_id);
		}
	}

	for (auto it = Weapon->begin(); it != Weapon->end(); it++)
	{
		if (it->item_id != 0)
		{
			m_GameServerClient->m_GameServerC2S.Item_UseItem_Req(1, m_PNetPtr, &equip_id, char_id, &it->slot_id, &it->item_id);
		}
	}

	for (auto it = Skill->begin(); it != Skill->end(); it++)
	{
		if (it->item_id != 0)
		{
			m_GameServerClient->m_GameServerC2S.Item_UseItem_Req(1, m_PNetPtr, &equip_id, char_id, &it->slot_id, &it->item_id);
		}
	}

	return VT_Character_CurrentItemInfo_Ack(thispointer, a2, a3, char_id, Weapon, Skill, Clothes);
}

BOOL __fastcall hk_Item_InventoryInfo_Ack(uintptr_t* thispointer, void* edx, uint8_t a2, uint8_t* a3, std::vector<Item>* ItemBuffer)
{
	return VT_Item_InventoryInfo_Ack(thispointer, a2, a3, &S4_ItemList);
}

BOOL __fastcall hk_Esper_Chip_Ack(uintptr_t * thispointer, void * edx, uint8_t a2, uint32_t * a3, uint32_t * esperid)
{
	return VT_Esper_Chip_Ack(thispointer, a2, a3, &esper_id);
}

BOOL __fastcall hk_Item_UseItem_Ack(uintptr_t * thispointer, void * edx, uint8_t a2, uint8_t * zero, uint8_t * Character_ID, uint8_t * Slot_ID, uint64_t * Unique_ID, uint8_t * Equip_ID)
{
	for (auto it = S4_ItemList.begin(); it != S4_ItemList.end(); it++)
	{
		if ((*it).UniqueID == *reinterpret_cast<uint64_t*>(Unique_ID))
		{
			uint8_t Item_Type = (*it).ItemID / 1000000 - 1;

			uint64_t	UniqueID_Slot = Character[*reinterpret_cast<uint8_t*>(Character_ID)][Item_Type * 8 + *reinterpret_cast<uint8_t*>(Slot_ID)];
			uint8_t		Equip_Buffer;

			if (UniqueID_Slot == (*it).UniqueID)
			{
				Character[*reinterpret_cast<uint8_t*>(Character_ID)][Item_Type * 8 + *reinterpret_cast<uint8_t*>(Slot_ID)] = 0;

				Equip_Buffer = 2;
				Equip_ID = &Equip_Buffer;
			}
			else
			{
				Character[*reinterpret_cast<uint8_t*>(Character_ID)][Item_Type * 8 + *reinterpret_cast<uint8_t*>(Slot_ID)] = (*it).UniqueID;

				Equip_Buffer = 1;
				Equip_ID = &Equip_Buffer;
			}
			break;
		}
	}

	m_GameServerClient->m_GameServerS2C.Esper_Chip_Ack(01, &unknow, &Default_Esper);

	return VT_Item_UseItem_Ack(thispointer, a2, zero, Character_ID, Slot_ID, Unique_ID, Equip_ID);
}
Update.h
Code:
#pragma once
#include "S4 League.h"
#include "CGameServerClient.h"
#include "VMTH.h"

S4::CGameServerClient* m_GameServerClient = nullptr;
int32_t* m_PNetPtr;

std::vector<Item> S4_ItemList;

#define Game_EquipCheck_Req		1049
#define Room_ReadyRound_Req_2	1059
#define Room_BeginRound_Req_2	1060
#define Room_IntrudeRound_Req_2 1061

uint64_t Character[3][17];

typedef BOOL(__thiscall* p_VT_Item_UseItem_Ack)(uintptr_t*, uint8_t, uint8_t*, uint8_t*, uint8_t*, uint64_t*, uint8_t*);
p_VT_Item_UseItem_Ack VT_Item_UseItem_Ack;

typedef BOOL(__thiscall* p_VT_Esper_Chip_Ack)(uintptr_t*, uint8_t, uint32_t*, uint32_t*);
p_VT_Esper_Chip_Ack VT_Esper_Chip_Ack;

typedef BOOL(__thiscall* p_VT_Item_InventoryInfo_Ack)(uintptr_t*, uint8_t, uint8_t*, std::vector<Item>*);
p_VT_Item_InventoryInfo_Ack VT_Item_InventoryInfo_Ack;

typedef BOOL(__thiscall* p_VT_RMI_CMessageSend)(uintptr_t*, int8_t*, int32_t, int32_t, int32_t, int32_t, int32_t);
p_VT_RMI_CMessageSend VT_RMI_CMessageSend;

typedef BOOL(__thiscall* p_VT_Character_CurrentItemInfo_Ack)(uintptr_t*, uint8_t, uint8_t*, uint8_t*, std::vector<Character_Item_Buffer>*, std::vector<Character_Item_Buffer>*, std::vector<Character_Item_Buffer>*);
p_VT_Character_CurrentItemInfo_Ack VT_Character_CurrentItemInfo_Ack;

uint32_t esper_id = 2;
uint32_t unknow = 0;
uint32_t Default_Esper = EsperID::NONE;
S4 League.h
Code:
#pragma once
#include <windows.h>
#include <thread>
#include <vector>
#include <sstream>
#include <process.h>
#include <cstdint>

struct Effect 
{
	uint32_t EnchantID;
	uint32_t Period;
	uint64_t PurchaseTime;
	uint32_t uk						= 0;
	uint32_t uk_01					= 0;
};
struct Item
{
	uint64_t UniqueID;
	uint32_t ItemID;
	uint32_t PriceType = 3;
	uint32_t PeriodType = 1;
	uint16_t Period = 1;
	uint32_t Color = 0;
	uint64_t PurchaseDate =  0;
	uint32_t Energy = 2400;
	std::vector<Effect> Effects;
	uint32_t MP = 0;
	uint32_t EnchantCount = 0;
	uint32_t EsperID = 0;
};
struct Character_Item_Buffer
{
	uint8_t slot_id;
	uint8_t unknow[7];
	uint64_t item_id;
};
struct Create_Item
{
	uint32_t UpdateID	= 1;
	uint32_t uk_01		= 0;
	Item ItemBuffer;
};

enum EsperID
{
	STRONG	= 0,
	SOLID	= 1,
	SPECIAL = 2,
	STYLE	= 3,
	SHINY	= 4,
	NONE	= UINT_MAX,
};
main.cpp
Code:
#pragma once
#include "Update.h"
#include "S4 Function.h"
#include "S4 League.h"
#include "Unlinking.h"

namespace Convert
{
	template <typename T>

	bool ToIn32(const std::string & value, T & result)
	{
		std::istringstream iss(value);
		return !(iss >> result).fail();
	}
}

void Init(void*)
{
	uintptr_t uptr_BaseAddr		= (DWORD)GetModuleHandle(0);
	uintptr_t GameServerClient	= uptr_BaseAddr + 0x16B7108;

	while (!(*reinterpret_cast<uintptr_t*>(GameServerClient)))
		Sleep(10);

	m_GameServerClient	= reinterpret_cast<S4::CGameServerClient*>(GameServerClient);
	m_PNetPtr			= reinterpret_cast<int32_t*>(uptr_BaseAddr+0x1669030);

	VT_Item_UseItem_Ack = (p_VT_Item_UseItem_Ack)(*(PDWORD**)(&m_GameServerClient->m_GameServerS2C))[17];
	VMTH::HookVMTFunction(reinterpret_cast<PDWORD*>(&m_GameServerClient->m_GameServerS2C), reinterpret_cast<DWORD>(&hk_Item_UseItem_Ack), 17);

	VT_Esper_Chip_Ack = (p_VT_Esper_Chip_Ack)(*(PDWORD**)(&m_GameServerClient->m_GameServerS2C))[197];
	VMTH::HookVMTFunction(reinterpret_cast<PDWORD*>(&m_GameServerClient->m_GameServerS2C), reinterpret_cast<DWORD>(&hk_Esper_Chip_Ack), 197);

	VT_Item_InventoryInfo_Ack = (p_VT_Item_InventoryInfo_Ack)(*(PDWORD**)(&m_GameServerClient->m_GameServerS2C))[11];
	VMTH::HookVMTFunction(reinterpret_cast<PDWORD*>(&m_GameServerClient->m_GameServerS2C), reinterpret_cast<DWORD>(&hk_Item_InventoryInfo_Ack), 11);

	VT_Character_CurrentItemInfo_Ack = (p_VT_Character_CurrentItemInfo_Ack)(*(PDWORD**)(&m_GameServerClient->m_GameServerS2C))[10];
	VMTH::HookVMTFunction(reinterpret_cast<PDWORD*>(&m_GameServerClient->m_GameServerS2C), reinterpret_cast<DWORD>(&hk_Character_CurrentItemInfo_Ack), 10);

	VT_RMI_CMessageSend = (p_VT_RMI_CMessageSend)(*(PDWORD**)(&m_GameServerClient->m_GameRuleC2S))[3];
	VMTH::HookVMTFunction(reinterpret_cast<PDWORD*>(&m_GameServerClient->m_GameRuleC2S), reinterpret_cast<DWORD>(&hk_RMI_CMessageSend), 3);


	_endthread();
}


BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpReserved)
{
	switch (fdwReason)
	{
	case DLL_PROCESS_ATTACH:
		DisableThreadLibraryCalls(hinstDLL);
		_beginthread(&Init, 0, 0);
		break;
	case DLL_THREAD_ATTACH:
		break;

	case DLL_THREAD_DETACH:
		break;

	case DLL_PROCESS_DETACH:
		break;
	}
	return TRUE;
}
Quote:
Originally Posted by vaynz View Post
gay code
ik hrhrhrh old

FEEL FREE TO FVCK S4LEAGUE

Regards

FazeDaFapper
RingleRangleRob is offline  
Thanks
50 Users
Old 10/01/2016, 11:57   #2

 
TheMokkо's Avatar
 
elite*gold: 111
Join Date: Aug 2016
Posts: 418
Received Thanks: 758
Thank you for the source : )

Quote:
Originally Posted by elementax View Post
I did all the things you showed in your Video tutorial and it worked...
So I decided to upload all in all

Link:
TheMokkо is offline  
Thanks
2 Users
Old 10/01/2016, 12:00   #3
 
Hiruko Fumiko's Avatar
 
elite*gold: 0
Join Date: Jan 2016
Posts: 175
Received Thanks: 3,218
gj i will use it
Hiruko Fumiko is offline  
Old 10/01/2016, 12:02   #4
 
elite*gold: 0
Join Date: Jun 2013
Posts: 61
Received Thanks: 6
gj what programm do you need for it?

or what to download?

lowHertz AA3.1.1 Hook
lowHertz Hook Reloaded
EmptyServers 3.7 by TheFeckless (full source)?
fickmaster is offline  
Old 10/01/2016, 12:08   #5
 
elite*gold: 0
Join Date: Sep 2016
Posts: 25
Received Thanks: 25
gay code

Quote:
Originally Posted by fickmaster View Post
gj what programm do you need for it?

or what to download?

lowHertz AA3.1.1 Hook
lowHertz Hook Reloaded
EmptyServers 3.7 by TheFeckless (full source)?
C++11 capable compiler and a method to replace virtual function ptrs
vaynz is offline  
Thanks
1 User
Old 10/01/2016, 12:16   #6
 
elite*gold: 0
Join Date: Aug 2012
Posts: 94
Received Thanks: 9
Quote:
Originally Posted by vaynz View Post
gay code



C++11 capable compiler and a method to replace virtual function ptrs
so i can do it with visual studio?
asexyboy99 is offline  
Old 10/01/2016, 12:27   #7
 
elite*gold: 0
Join Date: Sep 2016
Posts: 25
Received Thanks: 25
Quote:
Originally Posted by asexyboy99 View Post
so i can do it with visual studio?
sure
vaynz is offline  
Old 10/01/2016, 12:51   #8
 
xKemya's Avatar
 
elite*gold: 0
Join Date: Jan 2013
Posts: 2,449
Received Thanks: 1,881
This is kinda broken...

Gj tho, no hate
xKemya is offline  
Old 10/01/2016, 13:09   #9
 
elite*gold: 0
Join Date: Jun 2013
Posts: 61
Received Thanks: 6
Did i do it right pls anyone tell me

fickmaster is offline  
Thanks
1 User
Old 10/01/2016, 13:21   #10
 
xKemya's Avatar
 
elite*gold: 0
Join Date: Jan 2013
Posts: 2,449
Received Thanks: 1,881
Quote:
Originally Posted by fickmaster View Post
Did i do it right pls anyone tell me

And here we start...

Expecting tons of threads in the s4 league section on how to compile this and crashes issues
xKemya is offline  
Thanks
1 User
Old 10/01/2016, 13:22   #11
 
elite*gold: 0
Join Date: Jun 2013
Posts: 61
Received Thanks: 6
I dont have crash issuess or problems to complie i just start it and it doesnt ik

ahahaa he cant do it that loser! <--- Say much persons
fickmaster is offline  
Old 10/01/2016, 13:36   #12
 
-YourNightmare-'s Avatar
 
elite*gold: 0
Join Date: Sep 2016
Posts: 5
Received Thanks: 1
Well.. That moment you see something awesome but can't use it 'cause of a lack on C++ knowledge.... Could anyone tell me what to do with that code?
-YourNightmare- is offline  
Thanks
1 User
Old 10/01/2016, 13:40   #13
 
elite*gold: 0
Join Date: Aug 2016
Posts: 44
Received Thanks: 16
Quote:
Originally Posted by -YourNightmare- View Post
Well.. That moment you see something awesome but can't use it 'cause of a lack on C++ knowledge.... Could anyone tell me what to do with that code?
that moment flame war starting
Tony.jaw is offline  
Old 10/01/2016, 13:43   #14
 
-YourNightmare-'s Avatar
 
elite*gold: 0
Join Date: Sep 2016
Posts: 5
Received Thanks: 1
Quote:
Originally Posted by Tony.jaw View Post
that moment flame war starting

Pls don't :x
-YourNightmare- is offline  
Old 10/01/2016, 13:47   #15
 
elite*gold: 0
Join Date: Jun 2013
Posts: 61
Received Thanks: 6
Ik that moment xD
fickmaster is offline  
Closed Thread


Similar Threads Similar Threads
Item Creator!!!
09/02/2012 - Metin2 Private Server - 5 Replies
Also ich will grade neue Items erstellen :D Mit folgendem dingsbums: YouTube - Broadcast Yourself Ich brauch jetzt einen entpacker für die Item_Proto und anderes. SO Bitte helfen :D^^ Wer mich kennt weiß ich gebe immer THX
Item Creator [3D]
08/05/2012 - Metin2 Private Server - 4 Replies
Hi liebe Com ich habe mich jetz stundenlang damit rumgeschlagen ein Tutorial für den Item creator zu finden, aber nicht ein ganz normales Tutorial sondern ein Tutorial wo auch erklährt wird wie man das mit dem 3D objekt macht also z.b wenn man eine Waffe erstellen will braucht man ja auch eine gr2 Datei und des verstehe ich einfach ned wie das gehen soll. pls hoffe auf schnelle Antwort mfg Shock ps skype : shockwaveii
(S) YouTube Bot Source oder Account Creator Source (B)e*G
03/18/2012 - elite*gold Trading - 6 Replies
^Topic , sollte ne menge funktion haben , zahle demenstprechend.



All times are GMT +2. The time now is 12:41.


Powered by vBulletin®
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
SEO by vBSEO ©2011, Crawlability, Inc.
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Support | Contact Us | FAQ | Advertising | Privacy Policy | Terms of Service | Abuse
Copyright ©2024 elitepvpers All Rights Reserved.