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D3D11-Wallhack

D3D11 Hook Wallhack x86/x64

  • How to log models:
  1. run the game, inject dll, press insert for menu
  2. press F9 to see which drawing function is called by the game
  3. select DeleteTexture
  4. select Stride and use the slider till an enemy model/texture disappears
  5. press END to log the values of that model/texture to log.txt
  6. add that Stride number to your model recognition, example if(Stride == 32)
  7. next log IndexCount of that model Stride
  8. add IndexCount to your model rec, example if(Stride == 32 && IndexCount == 10155) etc.

Credits: dracorx, evolution536, test4321, Momo5000

alt tag

Here is the old version with FW1FontWrapper and MinHook: https://github.com/DrNseven/D3D11-Wallhack/tree/acc8e259e813da2e9d7ad6a39f6fcefaf1de1800

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d3d11-wallhack's Issues

RainbowSix Siege

Hi. Thanks for ur WallHack.
Sorry for my bad english.

but for RainbowSix Siege i dont have all stride.

only it:
Stride == 0 && IndexCount == 960 && indesc.ByteWidth == 52428800 && vedesc.ByteWidth == 96
Stride == 24 && IndexCount == 6 && indesc.ByteWidth == 12 && vedesc.ByteWidth == 96

One DirectX 9 logger used it:
pDev->GetTexture(0, &BTEX);
Found = false;
for (UINT i = 0; i < BASETEX.size(); i++)
if (BASETEX[i] == (DWORD)BTEX)
Found = true;
if (Found == false)
BASETEX.push_back
((DWORD)BTEX);
if (BASETEX[iBaseTex] == (DWORD)BTEX && Green)

if (GetAsyncKeyState(VK_NUMPAD5) & GetAsyncKeyState(VK_ADD))
if (iBaseTex < BASETEX.size() - 1)iBaseTex++;

It looks for a lot of different textures. You can add for ur DX11 WallHack maybe its help in the search for textures.

Warframe

Aye man, got the numbers for warframe?

Why do the pixel shaders of some games become transparent? Example: Battlefield 5

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, in Battlefield 5,using imgui's D3D11-Wallhack, press the insert button, the game screen will be stuck, and the menu will not pop up.

Assertion Failed popstyle missmatch

I Had the following issue as someone else so i followed comments and changed to char to multi byte
case --->#20

I changed my char type to multi as it wouldn't build that's only thing ive changed but im getting this error any got any ideas?
Screenshot_2

error line.
{ int current = g.ColorModifiers.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushStyleColor/PopStyleColor Mismatch!"); p_backup++; } // Too few or too many PopStyleColor()

some errors
Screenshot_2

D3D11-Wallhack

What exactly needs to be changed in universal.cpp? Please help:3

How can we edit it?

Dear DrNseven,

Hope you are fine. I read the readme.rd but i didn't understand.

edit universal.cpp -> How will i edit this file? I mean how can i modify or what will i add/remove?

Thanks.

stupid question

I understand that this probably sounds very stupid and obviously it's very easy for someone. what do I need to do so that I can identify certain models that I want and draw 3-5 of them at once. I understand that you need to find them and get the log and take the values from the log and do something. what exactly? can someone throw off the sample code so that I can understand

It's not working for minimap

This works greatly for 3d graphics.
But it seems that games does not use those "DrawIndexed" , "Draw" APIs for drawing HUD such as Minimap.
I've tried to making minimap hack with your this codes, but it works for just 3d characters only.

Have you ever tried to handle Minimap before?
Do you think this code should work on Minimap too? ( I may did some mistake on using your codes )

Siege logging

Do you have a better logging method for Siege? Can't find bodies, only head textures that shares model address with everything else on the map.

Please help! Memory leak or something?

Hello, I used your d3d11 wallhack for my own hack on Total Lockdown and by the end of the round the game takes 10 gigabytes of my RAM. I take it there's a memory leak or something? Help please!!

Numvertices and Primcount | Problem

Hi, i don't really know where to post my question so i'm posting it here. Is it possible to convert a "Dx9" code into "Dx11" code ? Because the "Dx9" code has Numvertices and Primcount but in this code, there is the "Stride" after there is the "IndexCount" and after 3 values that i don't know what it mean so is it possible ?

Fishing Planet Test

Hi, and thanks for hack, In fishing Planet game this will work?

For a long time I want to find a base to start creating a hack but I can not find any. I tried to inject the .dll into the game and it automatically closes the game. Would you tell me the link of some base that works for that game? I have already captured all the primcount and polygons of all fish to make a wallhack but I do not know how to implement it in D3D11. I have managed to make the hack for TheHunter which is free in Unknowcheats but it was d3d9 and it was easier.

Hi, guru)

Pls, help.
At the beginning I had 3 errors in lines:

298: hD3D11DLL = GetModuleHandle("d3d11.dll");
(need type LPCWSTR)

357: MessageBox(hWnd, "Failed to create directX device and swapchain!", "Error", MB_ICONERROR);
(need types LPCWSTR)

403: GetModuleFileName(hModule, dlldir, 512);
(need types LPWSTR for var dlldir)

I made necessary changes:
298: hD3D11DLL = GetModuleHandle(L"d3d11.dll");
357: MessageBox(hWnd, L"Failed to create directX device and swapchain!", L"Error", MB_ICONERROR);
403: GetModuleFileName(hModule, (LPWSTR)dlldir, 512);

But in games only the menu works. All in hookD3D11DrawIndexed() not working.
I tried many decisions. Tried to insert only countnum++; :

void __stdcall hookD3D11DrawIndexed(ID3D11DeviceContext* pContext, UINT IndexCount, UINT StartIndexLocation, INT BaseVertexLocation)
{ countnum++; return; }

But hookD3D11DrawIndexed() still not works ( hookD3D11Map() and hookD3D11VSSetConstantBuffers() too ).

I suspect that the pContextVTable doesn't work correctly.
P.S.
MH_CreateHook((DWORD_PTR*)pContextVTable[12], hookD3D11DrawIndexed, reinterpret_cast<void**>(&phookD3D11DrawIndexed)) return MH_OK ...

Use Visual Studio Community 2015 Last update
GeForce GTX 1060

Memory leak

Injecting this into a process overtime takes up all of my ram very quickly.

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