Post: [RELEASE]Sky Texte Writter 1.04 ! By Lebigkilleur And GsRClans !
11-21-2014, 04:24 AM #1
LBK
Little One
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Hello everyone !! Happy

Today , after develop our Sky Text , We have decided a Relase :p !

This Version Tool : 1.1 , The apllication is in beta !

Operates on DEX and CEX(Frezz possible) !

For Create a BMP file :

Open Paint , and :

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height : 10

width : 50

Save on Format : BitMap !!


This tool ! :

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This Sky Text :

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Credits for tool ? :

Me and GsRCLans for tool and codage !
xReaperV3 : For Adresse And Spawn Entity <3 !
Shark , SC58 , For RPC !
Sticky for code Convert BMP to Colie !

DoawnLoad :

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Virus Scan : (Exe : 1/54 , due Encryption )
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Virus Scan ( .rar )
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Good Game People NGU Happy
#GSBK !
Last edited by LBK ; 11-21-2014 at 04:52 AM.

The following 4 users say thank you to LBK for this useful post:

One, gsrclans, xReaperv3
11-21-2014, 04:43 AM #2
iTпDM
Vault dweller
Sticky For Released Source Code :p

you can use this for AW


Entitys
    

public enum Brush : uint
{
CarePackage = 2,
Bomb = 3,
Barrel = 11
}

public static uint SpawnModel(float[] Origin, float[] Angles, string Model = "com_plasticcase_friendly", Brush Index = Brush.CarePackage)
{
uint Entity = (uint)RPC.Call(0x01C058C);
PS3.Write.Float(Entity + 0x138, Origin);
PS3.Write.Float(Entity + 0x144, Angles);
RPC.Call(0x01BEF5C, Entity, Model);
RPC.Call(0x01B6F68, Entity);
RPC.Call(0x002377B8, Entity);
PS3.Write.Byte(Entity + 0x101, new byte[] { 0x4 });
PS3.Write.Byte(Entity + 0x8C, new byte[] { (byte)Index });
RPC.Call(0x0022925C, Entity);
RPC.Call(0x00237848, Entity);
return Entity;
}

public static float[] AnglesToForward(float[] Origin, float[] Angles, uint diff)
{
float num = ((float)Math.Sin((Angles[0] * Math.PI) / 180)) * diff;
float num1 = (float)Math.Sqrt(((diff * diff) - (num * num)));
float num2 = ((float)Math.Sin((Angles[1] * Math.PI) / 180)) * num1;
float num3 = ((float)Math.Cos((Angles[1] * Math.PI) / 180)) * num1;
return new float[] { Origin[0] + num3, Origin[1] + num2, Origin[2] - num };
}

public static void SpawnSkyText(int Client, int height)
{
float[] myOrigin = PS3.Read.Float(0x110a29c + ((uint)Client * 0x3980), 3);
float[] myAngles = PS3.Read.Float(0x110a3d8 + ((uint)Client * 0x3980), 3);
foreach (Vertex vert in BMP.vertices)
{
int NewX = vert.X * 30;
int NewY = vert.Y * 30;
SpawnModel(new float[] { myOrigin[0] + NewX, myOrigin[1] + NewY, height }, AnglesToForward(myOrigin, myAngles, 60));
}
System.Threading.Thread.Sleep(250);
}


public class Vertex
{
public Vertex(int i, int j)
{
this.X = i;
this.Y = j;
}
public int X { get; set; }
public int Y { get; set; }
}




BMP File:

    

private const double BW_THRESHOLD = 0.5;
private static Color colorBlack = Color.FromArgb(255, 0, 0, 0);
private static Color colorWhite = Color.FromArgb(255, 255, 255, 255);
private static Bitmap originalImage;
public static List<Entity.Vertex> vertices = new List<Entity.Vertex>();

public static OpenFileDialog openFileDialog1 = new OpenFileDialog();
public static void LoadBMP()
{
openFileDialog1.Filter = "24-bit BMP|*.bmp";
if (openFileDialog1.ShowDialog() == DialogResult.OK)
{
originalImage = new Bitmap(openFileDialog1.FileName.ToString());
Bitmap imgSrc = new Bitmap(originalImage);
Bitmap imgOut = new Bitmap(imgSrc.Width, imgSrc.Height, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
imgOut = Img2BW(imgSrc);
}
}

private static Bitmap Img2BW(Bitmap imgSrc)
{
int width = imgSrc.Width;
int height = imgSrc.Height;
Color pixel;
Bitmap imgOut = new Bitmap(imgSrc);
for (int row = 0; row < height - 1; row++)
{
for (int col = 0; col < width - 1; col++)
{
pixel = imgSrc.GetPixel(col, row);
if (pixel == colorBlack)
{
vertices.Add(new Entity.Vertex(col, row));
imgOut.SetPixel(col, row, colorBlack);
}
else
{
imgOut.SetPixel(col, row, colorWhite);
}
}
}
return imgOut;
}



its for MW3
Last edited by iTпDM ; 11-21-2014 at 04:47 AM.
11-21-2014, 04:47 AM #3
LBK
Little One
Originally posted by TnDM View Post
Sticky For Released Source Code :p

you can use this for AW

    
class Entity
{
public enum Brush : uint
{
CarePackage = 2,
Bomb = 3,
Barrel = 11
}

public static uint SpawnModel(float[] Origin, float[] Angles, string Model = "com_plasticcase_friendly", Brush Index = Brush.CarePackage)
{
uint Entity = (uint)RPC.Call(0x01C058C);
PS3.Write.Float(Entity + 0x138, Origin);
PS3.Write.Float(Entity + 0x144, Angles);
RPC.Call(0x01BEF5C, Entity, Model);
RPC.Call(0x01B6F68, Entity);
RPC.Call(0x002377B8, Entity);
PS3.Write.Byte(Entity + 0x101, new byte[] { 0x4 });
PS3.Write.Byte(Entity + 0x8C, new byte[] { (byte)Index });
RPC.Call(0x0022925C, Entity);
RPC.Call(0x00237848, Entity);
return Entity;
}

public static float[] AnglesToForward(float[] Origin, float[] Angles, uint diff)
{
float num = ((float)Math.Sin((Angles[0] * Math.PI) / 180)) * diff;
float num1 = (float)Math.Sqrt(((diff * diff) - (num * num)));
float num2 = ((float)Math.Sin((Angles[1] * Math.PI) / 180)) * num1;
float num3 = ((float)Math.Cos((Angles[1] * Math.PI) / 180)) * num1;
return new float[] { Origin[0] + num3, Origin[1] + num2, Origin[2] - num };
}

public static void SpawnSkyText(int Client, int height)
{
float[] myOrigin = PS3.Read.Float(0x110a29c + ((uint)Client * 0x3980), 3);
float[] myAngles = PS3.Read.Float(0x110a3d8 + ((uint)Client * 0x3980), 3);
foreach (Vertex vert in BMP.vertices)
{
int NewX = vert.X * 30;
int NewY = vert.Y * 30;
SpawnModel(new float[] { myOrigin[0] + NewX, myOrigin[1] + NewY, height }, AnglesToForward(myOrigin, myAngles, 60));
}
System.Threading.Thread.Sleep(250);
}


public class Vertex
{
public Vertex(int i, int j)
{
this.X = i;
this.Y = j;
}
public int X { get; set; }
public int Y { get; set; }
}
}


its for MW3


Yes , But the change and continue to change :p
11-21-2014, 05:57 AM #4
Originally posted by TnDM View Post
~snip~


it doesn't work like that :fa: they aren't exactly the same game you cant just copy something form mw3...

The following 2 users say thank you to OLDSCHOOLMODZHD for this useful post:

LBK, xReaperv3
11-21-2014, 07:47 AM #5
xReaperv3
Bounty hunter
Originally posted by TnDM View Post
Sticky For Released Source Code :p

you can use this for AW


Entitys
    

public enum Brush : uint
{
CarePackage = 2,
Bomb = 3,
Barrel = 11
}

public static uint SpawnModel(float[] Origin, float[] Angles, string Model = "com_plasticcase_friendly", Brush Index = Brush.CarePackage)
{
uint Entity = (uint)RPC.Call(0x01C058C);
PS3.Write.Float(Entity + 0x138, Origin);
PS3.Write.Float(Entity + 0x144, Angles);
RPC.Call(0x01BEF5C, Entity, Model);
RPC.Call(0x01B6F68, Entity);
RPC.Call(0x002377B8, Entity);
PS3.Write.Byte(Entity + 0x101, new byte[] { 0x4 });
PS3.Write.Byte(Entity + 0x8C, new byte[] { (byte)Index });
RPC.Call(0x0022925C, Entity);
RPC.Call(0x00237848, Entity);
return Entity;
}

public static float[] AnglesToForward(float[] Origin, float[] Angles, uint diff)
{
float num = ((float)Math.Sin((Angles[0] * Math.PI) / 180)) * diff;
float num1 = (float)Math.Sqrt(((diff * diff) - (num * num)));
float num2 = ((float)Math.Sin((Angles[1] * Math.PI) / 180)) * num1;
float num3 = ((float)Math.Cos((Angles[1] * Math.PI) / 180)) * num1;
return new float[] { Origin[0] + num3, Origin[1] + num2, Origin[2] - num };
}

public static void SpawnSkyText(int Client, int height)
{
float[] myOrigin = PS3.Read.Float(0x110a29c + ((uint)Client * 0x3980), 3);
float[] myAngles = PS3.Read.Float(0x110a3d8 + ((uint)Client * 0x3980), 3);
foreach (Vertex vert in BMP.vertices)
{
int NewX = vert.X * 30;
int NewY = vert.Y * 30;
SpawnModel(new float[] { myOrigin[0] + NewX, myOrigin[1] + NewY, height }, AnglesToForward(myOrigin, myAngles, 60));
}
System.Threading.Thread.Sleep(250);
}


public class Vertex
{
public Vertex(int i, int j)
{
this.X = i;
this.Y = j;
}
public int X { get; set; }
public int Y { get; set; }
}




BMP File:

    

private const double BW_THRESHOLD = 0.5;
private static Color colorBlack = Color.FromArgb(255, 0, 0, 0);
private static Color colorWhite = Color.FromArgb(255, 255, 255, 255);
private static Bitmap originalImage;
public static List vertices = new List();

public static OpenFileDialog openFileDialog1 = new OpenFileDialog();
public static void LoadBMP()
{
openFileDialog1.Filter = "24-bit BMP|*.bmp";
if (openFileDialog1.ShowDialog() == DialogResult.OK)
{
originalImage = new Bitmap(openFileDialog1.FileName.ToString());
Bitmap imgSrc = new Bitmap(originalImage);
Bitmap imgOut = new Bitmap(imgSrc.Width, imgSrc.Height, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
imgOut = Img2BW(imgSrc);
}
}

private static Bitmap Img2BW(Bitmap imgSrc)
{
int width = imgSrc.Width;
int height = imgSrc.Height;
Color pixel;
Bitmap imgOut = new Bitmap(imgSrc);
for (int row = 0; row < height - 1; row++)
{
for (int col = 0; col < width - 1; col++)
{
pixel = imgSrc.GetPixel(col, row);
if (pixel == colorBlack)
{
vertices.Add(new Entity.Vertex(col, row));
imgOut.SetPixel(col, row, colorBlack);
}
else
{
imgOut.SetPixel(col, row, colorWhite);
}
}
}
return imgOut;
}



its for MW3


Whats the point of copying the mw3 code? He gave Credit to Sticky for his fucking function so wheres your Problem lol... normally Sticky shouldnt even get Credits, everything is on Google with the exact same code...




Btw good work Guys, i tought noone will use it :p
Last edited by xReaperv3 ; 11-21-2014 at 07:51 AM.

The following user thanked xReaperv3 for this useful post:

LBK
11-21-2014, 10:24 AM #6
iTпDM
Vault dweller
Originally posted by xReaperv3 View Post
Whats the point of copying the mw3 code? He gave Credit to Sticky for his fucking function so wheres your Problem lol... normally Sticky shouldnt even get Credits, everything is on Google with the exact same code...




Btw good work Guys, i tought noone will use it :p


no he don't give credit for sticky but after my posted, he give it for sticky
if you don't Believe me ask his subject

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