drnseven / d3d11-worldtoscreen-finder Goto Github PK
View Code? Open in Web Editor NEWD3D11 Worldtoscreen Finder, dx11 w2s, d3d11 w2s, esp, world to screen
D3D11 Worldtoscreen Finder, dx11 w2s, d3d11 w2s, esp, world to screen
1>------ Rebuild All started: Project: d3d11hook, Configuration: Debug x64 ------
1>imgui.cpp
1>imgui_demo.cpp
1>imgui_draw.cpp
1>imgui_impl_dx11.cpp
1>imgui_impl_win32.cpp
1>imgui_widgets.cpp
1>universal.cpp
1>C:\Users\mab\source\repos\D3D11-Wallhack2\universal.cpp(657,40): error C2664: 'HMODULE GetModuleHandleW(LPCWSTR)': cannot convert argument 1 from 'const char [9]' to 'LPCWSTR'
1>C:\Users\mab\source\repos\D3D11-Wallhack2\universal.cpp(657,30): message : Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast
1>C:\Program Files (x86)\Windows Kits\10\Include\10.0.18362.0\um\libloaderapi.h(269,1): message : see declaration of 'GetModuleHandleW'
1>C:\Users\mab\source\repos\D3D11-Wallhack2\universal.cpp(713,91): error C2664: 'int MessageBoxW(HWND,LPCWSTR,LPCWSTR,UINT)': cannot convert argument 2 from 'const char [47]' to 'LPCWSTR'
1>C:\Users\mab\source\repos\D3D11-Wallhack2\universal.cpp(713,20): message : Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast
1>C:\Program Files (x86)\Windows Kits\10\Include\10.0.18362.0\um\winuser.h(9153,1): message : see declaration of 'MessageBoxW'
1>C:\Users\mab\source\repos\D3D11-Wallhack2\universal.cpp(768,41): error C2664: 'DWORD GetModuleFileNameW(HMODULE,LPWSTR,DWORD)': cannot convert argument 2 from 'char [320]' to 'LPWSTR'
1>C:\Users\mab\source\repos\D3D11-Wallhack2\universal.cpp(768,30): message : Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast
1>Generating Code...
1>C:\Program Files (x86)\Windows Kits\10\Include\10.0.18362.0\um\libloaderapi.h(237,1): message : see declaration of 'GetModuleFileNameW'
1>Done building project "d3d11hook.vcxproj" -- FAILED.
========== Rebuild All: 0 succeeded, 1 failed, 0 skipped ==========
So i'm totally new to programming and have seen your post on UC... could you help me or send me the file to inject? i really didn't understand how this works... i have to open universal in visual studio and edit what?
Stride == 24 ? and thats it? need help... Sorry if i'm stupid
Hey,
i have searched but find nothing for the differences between :
Stride: Numvetices: Primcount:
and
your pWorldViewCBnum, pProjCBnum & matProjnum logger
Can you explain what's the differences are ?
also, your ROS source can't be compiled everytimes cause of char errors ( i know how to fix them but not everyone )
Text not showing up for me at all, but chams are working after setting
worldview = 2
proj = 1
projnum = 16
countnum = 24
stride = 24
Hi,
The aim stops after like I'm trying to adjust it from the enemy height and aim sense.
The first time I press like RClick it goes crazy, then stable, then stops working.
Would that have a fix?
Thank you very much!
I cant see anything when i press insert key in cyberhunter game
is it possible to distinguish players ? I need it for better aim implementation
how do i start D3D11 do i need to use in injector or something?
i read this thread but the solution you posted doesnt work
https://www.unknowncheats.me/forum/direct3d/274606-d3d11-wallhack.html
models only clip through enemy players but not buildings or objects that are on stride 32 and 36
Hi, I'm having trouble not creating log.txt
EDIT: nvm found it TEMP
Having issues finding where to place the matWorldView[3][2] = piece of code.
I see matworldview in main, but when I place it there, I get a build error.
Am I placing it in the wrong place?
Hey, where the line for changing the chams color ? ( can't find any color code for w2s)
when i use AddModel the processor starts to load heavily is it normal?
Hey,
I dont know if i got the wrong settings but could you help me on which settings i should use to have this run on TABG? Or does it straight up not work?
If you have some time on your hand maybe we could discuss this further as im really interested in game / memory hacking and someone helping me out would make this alot easier.
Maybe you could contact me on Discord? kx#0001
it is, if so i would appreciate it.
Have a nice day
does it is detected by battleyes games ? ( stupid question probably )
also how did you get it working with wwii ? my game keep crashing
matProjnum ProjCBnum WorldViewCBnum
What do these three parameters mean?
How to debug this
How to sign each model with different names?
if you separate the models and switch, then the names change, then if you turn on at the same time, they merge
if (sOptions[2].Function == 1) //if esp is enabled in menu
if (AimEspInfo.size() != NULL)
{
for (unsigned int i = 0; i < AimEspInfo.size(); i++)
{
if (AimEspInfo[i].vOutX > 1 && AimEspInfo[i].vOutY > 1 && AimEspInfo[i].vOutX < viewport.Width && AimEspInfo[i].vOutY < viewport.Height)
{
//draw box
//renderer->drawOutlinedRect(Vec4(AimEspInfo[i].vOutX - 7, AimEspInfo[i].vOutY, 12, 12), 1.f, Color{ 0.9f, 0.0f, 0.0f, 0.95f }, Color{ 1.f , 0.f, 0.f, 0.05f });
renderer->drawOutlinedRect(Vec4(AimEspInfo[i].vOutX - 25.0f, AimEspInfo[i].vOutY, 50, 50), 1.f, Color{ 0.0f, 0.9f, 0.0f, 0.95f }, Color{ 0.f , 1.f, 0.f, 0.02f });
//draw text
if (pFontWrapper)
pFontWrapper->DrawString(pContext, L"dino", 14, AimEspInfo[i].vOutX, AimEspInfo[i].vOutY, 0xFFFFFF00, FW1_RESTORESTATE| FW1_CENTER | FW1_ALIASED);
//distance esp
swprintf_s(reportValue, L"%d", (int)AimEspInfo[i].vOutZ);
if (pFontWrapper)
pFontWrapper->DrawString(pContext, reportValue, 14.0f, AimEspInfo[i].vOutX, AimEspInfo[i].vOutY+viewport.Height/20.0f, 0xffffffff, FW1_RESTORESTATE | FW1_CENTER | FW1_ALIASED);
}
}
}
renderer->draw();
renderer->end();
if (sOptions[10].Function == 2) //if esp is enabled in menu
if (AimEspInfo.size() != NULL)
{
for (unsigned int i = 0; i < AimEspInfo.size(); i++)
{
if (AimEspInfo[i].vOutX > 1 && AimEspInfo[i].vOutY > 1 && AimEspInfo[i].vOutX < viewport.Width && AimEspInfo[i].vOutY < viewport.Height)
{
//draw box
//renderer->drawOutlinedRect(Vec4(AimEspInfo[i].vOutX - 7, AimEspInfo[i].vOutY, 12, 12), 1.f, Color{ 0.9f, 0.0f, 0.0f, 0.95f }, Color{ 1.f , 0.f, 0.f, 0.05f });
renderer->drawOutlinedRect(Vec4(AimEspInfo[i].vOutX - 25.0f, AimEspInfo[i].vOutY, 50, 50), 1.f, Color{ 0.9f, 0.0f, 0.0f, 0.95f }, Color{ 0.f , 1.f, 0.f, 0.02f });
//draw text
if (pFontWrapper)
pFontWrapper->DrawString(pContext, L"_________________________", 14, AimEspInfo[i].vOutX, AimEspInfo[i].vOutY, 0xFFFFFF00, FW1_RESTORESTATE| FW1_CENTER | FW1_ALIASED);
//distance esp
swprintf_s(reportValue, L"%d", (int)AimEspInfo[i].vOutZ);
if (pFontWrapper)
pFontWrapper->DrawString(pContext, reportValue, 14.0f, AimEspInfo[i].vOutX, AimEspInfo[i].vOutY + viewport.Height / 20.0f, 0xffffffff, FW1_RESTORESTATE | FW1_CENTER | FW1_ALIASED);
}
}
}
renderer->draw();
renderer->end();
i am new, how to install this to game?
what is log.txt and when i do ctrl and alt and L idk where it goes and what keys are o- and p+ ???
Hi,
I'm still having 2 warnings when I open your project ๐
warning C4244: 'argument': conversion from 'int' to 'FLOAT', possible loss of data (line 206)
warning C4244: 'argument': conversion from 'float' to 'DWORD', possible loss of data (line 265)
Additionnally, scanner is not working (compiled with visual studio 2017) after injection.
Any idea ? I don't know what i'm doing wrong ...
Anyway,
I'm stupid there is no doubt to that.
I'm trying to get this in the form of an EXE, how would one do so.
(or a dll, I don't know how this works.)
could you implement d3d9 version for me
I really appreciate your sharing, DrNseven.
I've tried to implement AddModel function from my understanding about D3D.
Using RSGetViewports and D3DXVec3Project is the difference from your codes.
But since I'm new at D3D codes, this may have some problems.
And also I can't judge if the values of WorldViewCBnum, ProjCBnum, matProjnum are correct or not.
Could you give me an example of what the approximate answer looks like?
I mean the output of matWorldView, matProj and pOut2d.
I'm trying to find proper value of those constants, but it's not easy to me.
Below is my codes.
void AddModel(ID3D11DeviceContext* pContext)
{
UINT NumberOfView = 1;
pContext->VSGetConstantBuffers(WorldViewCBnum, 1, &pWorldViewCB);//WorldViewCBnum
if (m_pCurWorldViewCB == NULL && pWorldViewCB != NULL)
m_pCurWorldViewCB = CopyBufferToCpu(pWorldViewCB);
if (pWorldViewCB != NULL){ pWorldViewCB->Release(); pWorldViewCB = NULL; }
pContext->VSGetConstantBuffers(ProjCBnum, 1, &pProjCB);//ProjCBnum
if (m_pCurProjCB == NULL && pProjCB != NULL)
m_pCurProjCB = CopyBufferToCpu(pProjCB);
if (pProjCB!= NULL){ pProjCB->Release(); pProjCB= NULL; }
if (m_pCurWorldViewCB == NULL || m_pCurProjCB == NULL)//uncomment if a game is crashing
return;
pContext->RSGetViewports(&NumberOfView, &viewport);
float matWorldView[4][4];
{
float* worldview;
MapBuffer(m_pCurWorldViewCB, (void**)&worldview, NULL);
memcpy(matWorldView, &worldview[0], sizeof(matWorldView));
matWorldView[3][2] = matWorldView[3][2] + (aimheight * 20); //aimheight can be done here
UnmapBuffer(m_pCurWorldViewCB);
if (m_pCurWorldViewCB != NULL){ m_pCurWorldViewCB->Release(); m_pCurWorldViewCB = NULL; }
}
float matProj[4][4];
{
float *proj;
MapBuffer(m_pCurProjCB, (void**)&proj, NULL);
memcpy(matProj, &proj[matProjnum], sizeof(matProj));//matProjnum
UnmapBuffer(m_pCurProjCB);
if (m_pCurProjCB!= NULL){ m_pCurProjCB->Release(); m_pCurProjCB= NULL; }
}
D3DXVECTOR3 Vector3D(0, 0, 0), Vector2D;
D3DXMATRIX MatWorld;
D3D10_VIEWPORT d10_viewport;
D3DXMatrixIdentity(&MatWorld);
d10_viewport.Height = (UINT)viewport.Height;
d10_viewport.Width = (UINT)viewport.Width;
d10_viewport.TopLeftX = (UINT)viewport.TopLeftX;
d10_viewport.TopLeftY = (UINT)viewport.TopLeftY;
d10_viewport.MinDepth = viewport.MinDepth;
d10_viewport.MaxDepth = viewport.MaxDepth;
D3DXVec3Project(&Vector2D, &Vector3D, &d10_viewport, (D3DXMATRIX*)&matProj, (D3DXMATRIX*)&matWorldView, &MatWorld );
if (Vector2D.z < 1.0f)
{
AimEspInfo_t pAimEspInfo = { static_cast<float>(Vector2D.x), static_cast<float>(Vector2D.y) };
AimEspInfo.push_back(pAimEspInfo);
if (logger2)
{
//PrintLog(_T("[AddModel] X:[%f] Y:[%f] Z:[%f] Dist:[%f]"), pAimEspInfo.vOutX, pAimEspInfo.vOutY, pAimEspInfo.vOutZ, pAimEspInfo.CrosshairDst);
PrintLog(_T("[AddModel] X:[%f] Y:[%f] Z:[%f] "), Vector2D.x, Vector2D.y, Vector2D.z );
}
}
Could you make a w2s type for dagor engine? The game i am trying to make w2s for is Cuisine royale (Same engine as War Thunder)
dll hook the game; shortcuts insensitive
please tell me how to put this project in 1 file and use it either through .exe or through .dll
Hello! I use the data 0 1 0 in game killing floor 2 and it does not work. You could not check it really does not work or I made a mistake somewhere!?
I tried it on the game Awful but it sucks for that game. It work on other ones though.
finish
Hello,
When using this in Overwatch, the training bots reside in Stride 20. So I set it up to add models on stride 20, but the game crashes on this instruction:
if (FAILED(pDevice->CreateBuffer(&desc, NULL, &pStageBuffer)))
if I comment it out, it then crashes on this instruction:
HRESULT res = pContext->Map(pStageBuffer, 0, D3D11_MAP_READ, 0, &subRes);
and if I comment that line out along with the code that references it, then I crash on this line
pStageBuffer->GetDesc(&desc);
which is probably because res failed.
Any help would be appreciated.
Hello,
First thanks for this, this help me a lot. I wanted to know how to put on/off fonction please.
I got aimbot working on the head ( not an advanced user ) so i can't switch between place. I search for on/off but found nothing.
Thanks
so, i have all; the files for everthing sethook and d3d11, but they are still in file form. how to i make d3d11 into a exe and sethook into a dll..
Hey there,
I made some modifications to try to find a solution but i'm stuck. Sometimes "Enemy" label disappear for a while. It can comeback but idk the reason.
I tried to move it there :
if (Stride == 24 && Descr.Format == 71)
{
SetDepthStencilState(DISABLED);
pContext->PSSetShader(psRed, NULL, NULL);
phookD3D11DrawIndexed(pContext, IndexCount, StartIndexLocation, BaseVertexLocation);
pContext->PSSetShader(psGreen, NULL, NULL);
SetDepthStencilState(READ_NO_WRITE);
AddModel(pContext);//w2s
}
The AddModel. But seems like it's not changing at one moment the "clean" is forever...
Why do the pixel shaders of some games become transparent? Example: Battlefield 5
pContext->PSSetShader(psRed, NULL, 0);
I have been tossing for a few days, and I beg for guidance.
How to change the color of the battlefield 5 model. I have achieved wallhack.
In addition, using imgui's D3D11-Wallhack, press the insert button, the game screen will be stuck, and the menu will not pop up.
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