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Thread: Hooking openGL functions for new style reflection

  1. #26
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    Good luck with that. It's nice to see someone new to the community contributing so much.

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    Quote Originally Posted by senrath View Post
    It's nice to see someone new to the community contributing so much.
    It indeed is! This is great, silentwolf
    You'll be accepted and respected in no-time with this great knowledge and attitude

    Also, the two first images looks like a wall or something, maybe similar to the walls inside Sos (http://runescape.wikia.com/wiki/Stronghold_of_Security) Level 2 and the most recent one looks like a vase

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    This could be the next step in macroing - it all appears unencrypted and not "messed" with yet like hooks and colours are - it seems unlikely there'd be a way of jagex encrypting the data sent to openGL and making it inaccessible to us, as they are standalone programs etc.

    Some questions though:

    - Do you think it will be possible to search through the parsed models with tolerance, or will something like a 1 pixel change on the model mess it up?
    - Is there an "ID" system like with reflection or do we have to qualitatively analyse each model we grab and then compare with a database we've collected to identify it?

  4. #29
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    This is extremely interesting, always wanted to know how this stuff worked in aimbots etc, and now there is a relation to runescape ^_^. I really hope to see more of this, keep it rollin'!
    Verrekte Koekwous

  5. #30
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    Quote Originally Posted by The Claw View Post
    it seems unlikely there'd be a way of jagex encrypting the data sent to openGL and making it inaccessible to us, as they are standalone programs etc.
    This is impossible

    They could potentially find a way of detecting the OGL hook though. There are ways around this though.


    Quote Originally Posted by The Claw View Post
    - Do you think it will be possible to search through the parsed models with tolerance, or will something like a 1 pixel change on the model mess it up?
    I think we'd have to cross this hurdle when we come to it. I don't think I'll be using exact pixel location for model recognition anyway.

    Quote Originally Posted by The Claw View Post
    - Is there an "ID" system like with reflection or do we have to qualitatively analyse each model we grab and then compare with a database we've collected to identify it?
    It will be an ID system. I probably wont be able to give model names though, e.g. 'King Scorpion', just an id.

    Hopefully I'll have a small proof of concept to release in a few days

  6. #31
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    Sounds pretty cool man, definately has potential. Any chance you could write up some basic tutorials explaining the basics and neccessary info so once it gets off the ground people here could learn and contribute? Or link us to some things we should read, assuming no prior knowledge in this area?

  7. #32
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    Quote Originally Posted by The Claw View Post
    Sounds pretty cool man, definately has potential. Any chance you could write up some basic tutorials explaining the basics and neccessary info so once it gets off the ground people here could learn and contribute? Or link us to some things we should read, assuming no prior knowledge in this area?
    I would want to learn this too

  8. #33
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    Seeing you managed to wireframe RS, do you think you'd be able to choose a specific NPC or an Object to render? e.g otherwise black main screen but a trees are showing or something...

  9. #34
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    Quote Originally Posted by n3ss3s View Post
    Seeing you managed to wireframe RS, do you think you'd be able to choose a specific NPC or an Object to render? e.g otherwise black main screen but a trees are showing or something...
    Yeah, it would ease the scripting alot.
    There used to be something meaningful here.

  10. #35
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    Quote Originally Posted by n3ss3s View Post
    Seeing you managed to wireframe RS, do you think you'd be able to choose a specific NPC or an Object to render? e.g otherwise black main screen but a trees are showing or something...
    Wow that would make everything MUCH easier.. O_o
    This has indeed a lot of potential!

  11. #36
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    This looks amazing. Very interested as all.

    ~RM

    I & I know Zion. It is in the spirit, body and mind of every one of us
    RMouse(obj: TMSIObject): boolean;

  12. #37
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    By the way, do not stop posting pictures! They look awesome!

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    Quote Originally Posted by Zyt3x View Post
    I would want to learn this too
    Which language is it written in?

    Another thing, you want to use the grapfic cards cpu instead of the real CPU (considering your using OpenGL) how would that effect the amount of SMARTs we can use?
    Last edited by Cartmann; 01-14-2010 at 08:39 PM.
    I ... Am ... CARTMANN!

  14. #39
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    To answer a few Qs: I will probably open source this once it is in a suitable state. There are plenty of openGL tutorials for legit game programming and cheating out there I will provide links later. It is written in C.

    Quote Originally Posted by n3ss3s View Post
    Seeing you managed to wireframe RS, do you think you'd be able to choose a specific NPC or an Object to render? e.g otherwise black main screen but a trees are showing or something...
    Although a nice idea and easy to implement, wouldn't you just prefer GetCoords(int NPCid)? Instead of just rendered the tree, wouldn't giving you the x,y coords of the tree be better? I would like to avoid overlays if possible, as I believe it would be possible for jagex to take screenshots of the current scene. This would = instant ban.

    Having said that, exciting news: my first overlay!


    That small black x is drawn on the first vertex of the player model (don't worry, any GetCoords would return the centre :P). It follows the player no matter the camera position, etc etc. So I can now get 2D coords of the 3D world

    There is plenty of debugging to do, but soon I will start working on generating NPC ids based on model data (or something else) and drawing ID's over each model. This could then be used by the scripter (in a dummy acount they don't mind getting banned) to find ID's for every model they want.

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    Looks freaking fantastic!
    There used to be something meaningful here.

  16. #41
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    OK, I fixed so code so it now actually points to the first vertex of the model (it wasn't actually doing this before).



    BOOM! Headshot

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    PoC almost done, but I'm off for a drink. Finally found the perfect place to draw my overlays

  18. #43
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    I am wondering how do you exactly hook these OpenGL functions? Normally you would put a hook-plugin somewhere in the applications folder, right?

    Oh, and you might want to refrain from double posting (it's against the rules here at SRL )
    Verrekte Koekwous

  19. #44
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    Quote Originally Posted by mastaraymond View Post
    I am wondering how do you exactly hook these OpenGL functions? Normally you would put a hook-plugin somewhere in the applications folder, right?
    I am wondering this too, I've used some cheats in various games and most of them includes adding a .dll file in the game dir.. I guess what this does is to read the memory going from client to gpu?

    Silentwolf: This is so great! You've created these functions in an extreme speed. Is it easy to write or is it that you're and pro scripter?

  20. #45
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    /me is baffled

    This could potentially be the next rsbot. Be carefull
    Quote Originally Posted by irc
    [00:55:29] < Guest3097> I lol at how BenLand100 has become noidea
    [01:07:40] <@BenLand100> i'm not noidea i'm
    [01:07:44] -!- BenLand100 is now known as BenLand42-
    [01:07:46] <@BenLand42-> shit
    [01:07:49] -!- BenLand42- is now known as BenLand420
    [01:07:50] <@BenLand420> YEA

  21. #46
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    Quote Originally Posted by mastaraymond View Post
    I am wondering how do you exactly hook these OpenGL functions? Normally you would put a hook-plugin somewhere in the applications folder, right?
    It's what's referred to as a 'wrapper' (in it's current form). I.e. an 'opengl32.dll' that's placed in the correct folder and loaded by windows instead of C:\windows\system32\opengl32.dll. I could make a hook instead, but a wrapper is less effort from a development point of view. If it becomes more appropriate to make a hook (injecting a dll into the procress instead) then this could be done.

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    Quote Originally Posted by silentwolf View Post
    It's what's referred to as a 'wrapper' (in it's current form). I.e. an 'opengl32.dll' that's placed in the correct folder and loaded by windows instead of C:\windows\system32\opengl32.dll. I could make a hook instead, but a wrapper is less effort from a development point of view. If it becomes more appropriate to make a hook (injecting a dll into the procress instead) then this could be done.
    Sounds like my early experiments with SMART. I've got a stable dll injector lying around as well as a framework for linking commands from Scar across processes (assuming you don't embed a JVM like I did with SMART)...

    Also, before all of you other people let me call you out for being hypocritical: he's using the same principle reflection-based object finding worked on. All those hooks were in the java-side renderer. Just saying.

  23. #48
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    The Doctor is in...Thanks for continuing to share Ben

    SilentWolf,very interesting things you are doing here, Keep up the Great Work !!!

    and enjoy your early promotion ;-)


  24. #49
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    Quote Originally Posted by silentwolf View Post
    OK, I fixed so code so it now actually points to the first vertex of the model (it wasn't actually doing this before).



    BOOM! Headshot
    Oh wait dude, this means you actually have a GetNPCCoords(X, Y, GuardID) type of function working?

  25. #50
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    Nice work man! I hope you keep contributing, and just tell us if we can do something for you ( Testing and so on )


    ~Home

    P.S Feels like SRL is starting to rise from the bottom to skies!

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