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d3d11-worldtoscreen-finder's Introduction

D3D11-Worldtoscreen-Finder

for some games. Other games may need different worldtoscreen function to work.

alt tag

What is worldtoscreen? W2S will give you screen coordinates, it can be used for esp and aimbot.

How to use:

  1. Find models in your game, (press INSERT for menu).
  2. Try to bruteforce WorldViewCBnum, ProjCBnum & matProjnum. Text will be displayed on models position. If positions are wrong try other worldtoscreen math/method (google).
  3. Press END to log highlighted models to log.txt.

Credits: Wu ZhiQiang, dracorx, evolution536, Yazzn, loadeddeath

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d3d11-worldtoscreen-finder's Issues

How to sign each model with different names?

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();

start D3D11

how do i start D3D11 do i need to use in injector or something?

Help for fortnite

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

matWorldView

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?

Label "Enemy" disapear sometimes for no reason

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...

REDUCES FPS

when i use AddModel the processor starts to load heavily is it normal?

on off?

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

files

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..

Aim stops

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!

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

'argument': conversion from 'int' to 'FLOAT', possible loss of data

Hi,

I'm still having 2 warnings when I open your project ๐Ÿ‘

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 ...

battleyes

does it is detected by battleyes games ? ( stupid question probably )

also how did you get it working with wwii ? my game keep crashing

cham color

Hey, where the line for changing the chams color ? ( can't find any color code for w2s)

Stride: Numvetices: Primcount:

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 )

Overwatch

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.

No log.txt

Hi, I'm having trouble not creating log.txt

EDIT: nvm found it TEMP

No w2s working for Dagor Engine

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)

Knives Out does not work

InGame ๏ผš
4jl98s456yj9fy s pzk 7

InRoom ๏ผš
8 w 7ahaq 25f864 y3 h5

I found models Stride == 24

But other models that enter the game are also rendered

awful

I tried it on the game Awful but it sucks for that game. It work on other ones though.

Chams - Yes, Text - Not working?

Text not showing up for me at all, but chams are working after setting
worldview = 2
proj = 1
projnum = 16
countnum = 24
stride = 24

Tried to implement w2s function

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 );
	}

}	

w2s KF2

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!?

Parameter problem

matProjnum ProjCBnum WorldViewCBnum

What do these three parameters mean?

How to debug this

distinguish players

is it possible to distinguish players ? I need it for better aim implementation

w2s method 2,3 symbol not found?

I already tried to download the DirectXMath library into my project And using namespace DirectX.Still symbol not found.
I using VS2017 in win10 x64.SDK verson :
image

Aimbot not working and Wallhack / ESP make players invisible / blurry in TABG

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

install

i am new, how to install this to game?

cannot convert argument 1 from 'const char [9]' to 'LPCWSTR'

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 ==========

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