I was asked about the new update of WoW Machinima Tool and how i did the shader control. It's acturally a long story and i have only sort of cracked the top of the iceberg on the shader part but i can discuss what i got reversed sofar.
Code:::SHADER LOADER:: // 2009 by malu05 Offset TYPE Description --------------------------------------- 0x0132B148 PTR Shader Loader 0x010CB7DC PTR ffxSpecial (vision effect) 0x010CB7E0 PTR ffxNetherWorld (invisible effect) 0x010CB7E4 PTR EffectGlow (default) 0x010CB7E8 PTR FFXEffects (death)
Code:::Underwater Effect:: // 2009 by malu05 Offset TYPE Description --------------------------------------- 0x010CB7E4 +0x2C INT Toggle (toggle underwater effect on/off) 0x0132B17C FLOAT DistortX //Relative to screen size (in aspect with DistortY), is used by many shaders so reset this every time you load a new shader 0x0132B180 FLOAT DistortY //Relative to screen size (in aspect with DistortX), is used by some shaders so reset this every time you load a new shader
Code:ffxSpecial param // 2009 by malu05 *Color* ShaderOffset +0x10 +0x0 +0x34 *ScreenCover* ShaderOffset +0x10 +x0x4 +0x5C *ColorTollerance* ShaderOffset +0x10 +0x8 +0x54You can try all of them out in the beta posted at www.madx.dkCode:ffxNetherWorld param // 2009 by malu05 *Tollerance* ShaderOffset +0x10 +0x0 +0x34 //note, seed can be changed at 0x012BDCF0 (float)
EffectGlow (default) - default setting.
EffectGlow (default) - Underwater effect activated.
FFXEffects (death)
ffxNetherWorld
ffxSpecial