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  1. #31
    empathe's Avatar Member
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    Originally Posted by ermite66 View Post
    actually i have this for camera:
    Code:
            const int CameraBase = 0x2F4B178;               uint64_t CameraBaseV = 0;
            const int CameraOffset  = 0x38E8;               uint64_t CameraOffsetV = 0;
    
            ReadProcessMemory(hProcess, (LPCVOID)(wowclassic[0]+CameraBase),&CameraBaseV,sizeof(CameraBaseV), NULL);
            ReadProcessMemory(hProcess, (LPCVOID)(CameraBaseV+CameraOffset),&CameraOffsetV,sizeof(CameraOffsetV), NULL);
            ReadProcessMemory(hProcess, (LPCVOID)(CameraOffsetV),&CAMERA[0],28, NULL);
            memcpy(&cameraX,&CAMERA[16],4);
            memcpy(&cameraY,&CAMERA[20],4);
            memcpy(&cameraZ,&CAMERA[24],4);


    do you know about fps display if i have to lock on certain value ?
    i'll try to change with your method now

    WOTLKC Build: 46158
  2. #32
    ermite66's Avatar Member
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    Originally Posted by empathe View Post
    actually i have this for camera:
    Code:
            const int CameraBase = 0x2F4B178;               uint64_t CameraBaseV = 0;
            const int CameraOffset  = 0x38E8;               uint64_t CameraOffsetV = 0;
    
            ReadProcessMemory(hProcess, (LPCVOID)(wowclassic[0]+CameraBase),&CameraBaseV,sizeof(CameraBaseV), NULL);
            ReadProcessMemory(hProcess, (LPCVOID)(CameraBaseV+CameraOffset),&CameraOffsetV,sizeof(CameraOffsetV), NULL);
            ReadProcessMemory(hProcess, (LPCVOID)(CameraOffsetV),&CAMERA[0],28, NULL);
            memcpy(&cameraX,&CAMERA[16],4);
            memcpy(&cameraY,&CAMERA[20],4);
            memcpy(&cameraZ,&CAMERA[24],4);


    do you know about fps display if i have to lock on certain value ?
    i'll try to change with your method now
    its imgui or another overlay from cs go cheats threads? if project dont have batching u get shiting fps.

  3. #33
    empathe's Avatar Member
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    Originally Posted by ermite66 View Post
    its imgui or another overlay from cs go cheats threads? if project dont have batching u get shiting fps.
    it's c++ with
    Code:
    #include  <windows.h>
    #include  <d3d9.h>
    #include  <d3dx9.h>
    winApi with dx3d9, a simple windows invisible + d3d9 over the windows on top.
    i don't know what is imgui or orhter :x
    i don't lost fps i can do 120 or 60 or 30, and no lag in game is just "overlay"
    but the problem is to Read memory default fps game are not syncrhonised, if i stuck the game to 60fps, & display d3d at 120fps i have no problem; but is not friendly method ^^

    do you have any documentation speaking about "batching" ? i don't found

    did you use D3DXMatrixLookAtLH ? in your code, for camera ?
    Code:
    D3DXMATRIX* D3DXMatrixLookAtLH(
      _Inout_       D3DXMATRIX  *pOut,
      _In_    const D3DXVECTOR3 *pEye,
      _In_    const D3DXVECTOR3 *pAt,
      _In_    const D3DXVECTOR3 *pUp
    );
    Code:
    D3DXMATRIX g_matView;
    D3DXVECTOR3 vEyePt( camX, camY, camZ );  // here is ok vector3 [[[WowClassic.exe + 0x2F4B178] + 0x38E8] + 0x0010]
        D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );//i don't found this vector3 or i don't read good type
        D3DXVECTOR3 vUpVec( 0.0f, 0.0f, 1.0f );//here is ok
        D3DXMatrixLookAtLH( &g_matView, &vEyePt, &vLookatPt, &vUpVec );
        g_pd3dDevice->SetTransform( D3DTS_VIEW, &g_matView );
    Last edited by empathe; 10-21-2022 at 05:33 AM. Reason: balise

  4. #34
    ermite66's Avatar Member
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    Originally Posted by empathe View Post
    it's c++ with
    Code:
    #include  <windows.h>
    #include  <d3d9.h>
    #include  <d3dx9.h>
    winApi with dx3d9, a simple windows invisible + d3d9 over the windows on top.
    i don't know what is imgui or orhter :x
    i don't lost fps i can do 120 or 60 or 30, and no lag in game is just "overlay"
    but the problem is to Read memory default fps game are not syncrhonised, if i stuck the game to 60fps, & display d3d at 120fps i have no problem; but is not friendly method ^^

    do you have any documentation speaking about "batching" ? i don't found

    did you use D3DXMatrixLookAtLH ? in your code, for camera ?
    Code:
    D3DXMATRIX* D3DXMatrixLookAtLH(
      _Inout_       D3DXMATRIX  *pOut,
      _In_    const D3DXVECTOR3 *pEye,
      _In_    const D3DXVECTOR3 *pAt,
      _In_    const D3DXVECTOR3 *pUp
    );
    Code:
    D3DXMATRIX g_matView;
    D3DXVECTOR3 vEyePt( camX, camY, camZ );  // here is ok vector3 [[[WowClassic.exe + 0x2F4B178] + 0x38E8] + 0x0010]
        D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );//i don't found this vector3 or i don't read good type
        D3DXVECTOR3 vUpVec( 0.0f, 0.0f, 1.0f );//here is ok
        D3DXMatrixLookAtLH( &g_matView, &vEyePt, &vLookatPt, &vUpVec );
        g_pd3dDevice->SetTransform( D3DTS_VIEW, &g_matView );
    google -> sprite batching or imgui github

  5. #35
    empathe's Avatar Member
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    Originally Posted by ermite66 View Post
    google -> sprite batching or imgui github
    ah ok lol, i'm not using sprite, i already double buffering with vertex.
    i can old more than 5000 entity with 0 lag spike & stable fps.


    my problem is the "camera look at" it's not good ^^ the problem of fps is only when i move camera cause the

    D3DXVECTOR3 *pEye is good
    const D3DXVECTOR3 *pAt is not
    What did you use for direction of camera ^^ ? because the player x,y,z is not the "good" value to use
    the camera in memory have very good refresh timer, but not the player x,y,z that why i have some trouble.

    lookat.png
    when you configure your d3d scene for display all your overlay, what did you use for CameraLookAt ?
    Last edited by empathe; 10-21-2022 at 09:31 AM. Reason: add img

  6. #36
    ermite66's Avatar Member
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    Originally Posted by empathe View Post
    ah ok lol, i'm not using sprite, i already double buffering with vertex.
    i can old more than 5000 entity with 0 lag spike & stable fps.


    my problem is the "camera look at" it's not good ^^ the problem of fps is only when i move camera cause the

    D3DXVECTOR3 *pEye is good
    const D3DXVECTOR3 *pAt is not
    What did you use for direction of camera ^^ ? because the player x,y,z is not the "good" value to use
    the camera in memory have very good refresh timer, but not the player x,y,z that why i have some trouble.

    lookat.png
    when you configure your d3d scene for display all your overlay, what did you use for CameraLookAt ?
    Without rendering code and code for reading player structures, I cant help. All I can say at the moment - you need to optimize the number of calls ReadProcessMemory

  7. #37
    empathe's Avatar Member
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    i already Read only one Read memory with big buffer of bytes for 1 entity, and all action is with memset & memcpy.
    is multi-threaded operation with semaphore atomic rules.
    for me actually Display are not impacted by "read memory"
    is double buffering already with multi-thread.

    i Just ask for the camera position ^^.
    TheLookAt position.
    When you instanciate your 3D view,
    you need
    - position of eye, (Cam X,Y,Z)
    - direction of eye (the LookAtPosition)
    - vector of view up ^^, some game use x,y,z and other x,z,y so you can change the vector of view for adapt the memory read to the display.

    the actual ptr of Cam X,Y,Z refresh in ram is more than 200per sec,
    but my lookAtPosition is broken, and refreshed in ram only by 20 to 40 per sec

    in Camera structure, did you found any tricks for simulate or calculate the LookAtPosition ?

    this ?
    Matrix3x3 mat; // [camera_mgr_ptr + 0x001C]

  8. #38
    empathe's Avatar Member
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    ok solution:
    Code:
            ReadProcessMemory(hProcess, (LPCVOID)(wowclassic[0]+CameraBase),&CameraBaseV,sizeof(CameraBaseV), NULL);
            ReadProcessMemory(hProcess, (LPCVOID)(CameraBaseV+CameraOffset),&CameraOffsetV,sizeof(CameraOffsetV), NULL);
            ReadProcessMemory(hProcess, (LPCVOID)(CameraOffsetV),&CAMERA[0],0x44, NULL);
            memcpy(&cameraX,&CAMERA[0x10],4);
            memcpy(&cameraY,&CAMERA[0x14],4);
            memcpy(&cameraZ,&CAMERA[0x18],4);
            memcpy(&cameraXX,&CAMERA[0x1C],4);
            memcpy(&cameraYY,&CAMERA[0x20],4);
            memcpy(&cameraZZ,&CAMERA[0x24],4);
            memcpy(&FOV,&CAMERA[0x40],4);
            D3DXMATRIX matView;
            D3DXMatrixLookAtLH(         &matView,
                                        &D3DXVECTOR3 (cameraX, cameraY, cameraZ),
                                        &D3DXVECTOR3 (cameraXX+cameraX, cameraYY+cameraY, cameraZZ+cameraZ),
                                        &D3DXVECTOR3 (0.0f, 0.0f, 1.0f)
                            );
            d3ddev->SetTransform(D3DTS_VIEW, &matView);
            D3DXMATRIX matProjection;
            D3DXMatrixPerspectiveFovLH(&matProjection,
                                        D3DXToRadian(60),
                                        FOV*-1,
                                        1.0f,
                                        1000.0f);
            d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection);
    5000 Entity same time no lag no spike.
    is the look at
    &D3DXVECTOR3 (cameraXX+cameraX, cameraYY+cameraY, cameraZZ+cameraZ),

    i don't found in memory the:
    D3DXToRadian(60) but works with this ^^

  9. #39
    ermite66's Avatar Member
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    Originally Posted by empathe View Post
    i already Read only one Read memory with big buffer of bytes for 1 entity, and all action is with memset & memcpy.
    is multi-threaded operation with semaphore atomic rules.
    for me actually Display are not impacted by "read memory"
    is double buffering already with multi-thread.

    i Just ask for the camera position ^^.
    TheLookAt position.
    When you instanciate your 3D view,
    you need
    - position of eye, (Cam X,Y,Z)
    - direction of eye (the LookAtPosition)
    - vector of view up ^^, some game use x,y,z and other x,z,y so you can change the vector of view for adapt the memory read to the display.

    the actual ptr of Cam X,Y,Z refresh in ram is more than 200per sec,
    but my lookAtPosition is broken, and refreshed in ram only by 20 to 40 per sec

    in Camera structure, did you found any tricks for simulate or calculate the LookAtPosition ?

    this ?
    Matrix3x3 mat; // [camera_mgr_ptr + 0x001C]
    Code:
    struct CameraMgrPtr
    	{
    		//From script_camera
    		char pad_0000[16]; //0x0000
    		Vector3 Camera_pos; //0x0010
    		Matrix3x3 mat; //0x001C
    		float FOV; //0x0040
    		char pad_0044[500]; //0x0044
    		float unk_Something1; //0x0238
    		float Camera_zoomout; //0x023C
    		float Camera_zoomin; //0x0240
    		bool unk_wecallit_iszooming; //0x0244
    		char pad_0245[3]; //0x0245
    		float camera_max30; //0x0248
    		char pad_024C[1628]; //0x024C                     
    	  // 0x0278 Camera goes UP and than down 
    	};
    https://www.ownedcore.com/forums/wor...ml#post4388382 (WOTLKC Build: 46158)

  10. #40
    Zantzano's Avatar Member
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    So.. what is this? xD
    You guys working on a bot together or something?

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