***UPDATED***
Hello EPVP members, today, i will teach you how to make a WireFrame..
Note - I did not leech this in GzP or other sites but i did not post it in my website
Ok let's start....
First Download Visual C++ 2008 Express Edition or alternative Compiler
Open C++ 2008 > Click Create Project > Name your hack what you want > click ok > click application Settings > click DLL then click OK
Let's start put some codes

Note - I put the codes in order . do not exchange it's order or else, this hack will not work :|
Globals (Declare Something)
Code:
#include "stdafx.h"
#include <d3d8.h>
#include <windows.h>
#pragma comment(lib, "d3d8.lib")
int m_Stride;
int WireFrame;
int nNumVertices; // to define wireframe or the player
int nPrimitiveCount; // to define also wireframe or the player
LPDIRECT3DTEXTURE8 texRed;
LPDIRECT3DTEXTURE8 texYellow;
LPDIRECT3DTEXTURE8 texGreen;
LPDIRECT3DTEXTURE8 texBlue;
LPDIRECT3DTEXTURE8 texPurple;
LPDIRECT3DTEXTURE8 texOrange;
LPDIRECT3DTEXTURE8 texPink;
After putting Codes above, remove the dllmain.cpp
This will be the WireFrame
Code:
//==========================WireFramez by elitehack======================================================================================
typedef HRESULT ( WINAPI* oDrawIndexedPrimitive ) ( LPDIRECT3DDEVICE8 pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount );
oDrawIndexedPrimitive pDrawIndexedPrimitive, OriginalDrawIndexedPrimitive;
HRESULT WINAPI myDrawIndexedPrimitive(LPDIRECT3DDEVICE8 pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount)
{
if(wireframe) // if wireframe on
{
if (m_Stride==40)
{
pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME); // if model stride is active then draw all objects with stride 40 as Wireframe
}
}
if you want Colored WireFrame Will be like this ( no need to put the codes at my above)
Code:
//==========================Colored WireFramez by elitehack======================================================================================
typedef HRESULT ( WINAPI* oDrawIndexedPrimitive ) ( LPDIRECT3DDEVICE8 pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount );
oDrawIndexedPrimitive pDrawIndexedPrimitive, OriginalDrawIndexedPrimitive;
HRESULT WINAPI myDrawIndexedPrimitive(LPDIRECT3DDEVICE8 pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount)
{
if(wireframe) // if wireframe on
{
if (m_Stride==40) // worldwireframe
{
DWORD dwZEnable = D3DZB_TRUE;
pDevice->SetTexture(0, texGreen);// color of back chams
pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
pDevice->GetRenderState(D3DRS_ZENABLE, &dwZEnable);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->DrawIndexedPrimitive(Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
pDevice->SetRenderState(D3DRS_ZENABLE, dwZEnable);
pDevice->SetTexture(0, texYellow);} // color of front chams
else{
m_pD3Ddev->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
}
}
If you want all player is set in wireframe i will give an example of mulan's define (put this on globals)
Code:
// put this code at globals if you want mulan wireframe
//=================Define mulan====================//
#define Mulan (nNumVertices == 118 && nPrimitiveCount == 126|| nNumVertices == 121 && nPrimitiveCount == 180|| nNumVertices == 124 && nPrimitiveCount == 126|| nNumVertices == 295 && nPrimitiveCount == 482|| nNumVertices == 299 && nPrimitiveCount == 452|| nNumVertices == 474 && nPrimitiveCount == 728)
int PlayerWireFrame;
code mulan wireframe like this:
Code:
HRESULT WINAPI myDrawIndexedPrimitive(LPDIRECT3DDEVICE8 pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount)
{
if (PlayerWireFrame) // if the player WireFrame is activated
{
if (Mulan)
{
DWORD dwZEnable = D3DZB_TRUE;
pDevice->SetTexture(0, texGreen);// color of back chams
pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
pDevice->GetRenderState(D3DRS_ZENABLE, &dwZEnable);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->DrawIndexedPrimitive(Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
pDevice->SetRenderState(D3DRS_ZENABLE, dwZEnable);
pDevice->SetTexture(0, texYellow);} // color of front chams
else{
m_pD3Ddev->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
}
}
this is how to edit colour of playerwireframe w/chams and colored wireframe
Quote:
Originally Posted by Ovenran
Xample : Edit
Code:
pDevice->SetTexture(0, texRed);
to
Code:
pDevice->SetTexture(0, texBlue);
that's simple
|
for the WireFrame and Player WireFrame hotkey
Code:
if (GetAsyncKeyState(VK_F1)&1) // If you press F1
{ //ThEn
wireframe = !wireframe; //wireframe = on
} // 3nd 0f Th3N :D im a jejemon XD
if (GetAsyncKeyState(VK_F2)&1) // if you press f2
{ // the
PlayerWireFrame = !PlayerWireFrame; // player wireframe on
} //end
and you must install SDK summer 2004 (google it)
and click project> 'name of your project' properties > Configuration Properties > General and find "character set" and put the setting in "Use Multi-byte character set"
then click tools > options > vC++ Directories click first include files then click new line then put "C:\Program Files\Microsoft DirectX 9.0 SDK (Summer 2004)\Include"
and the go in Lib Directory then put "C:\Program Files\Microsoft DirectX 9.0 SDK (Summer 2004)\Lib"
then compile your hack and your done!
for more questions about this making just click this :