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Thread: [OGL] interception v0.1

  1. #301
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    Hey, I was wondering how you extracted that vertices from the models.

    Did you hook glBufferDataARB or extract it elsewhere?

    Thanks

  2. #302
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    Quote Originally Posted by derenged View Post
    Hey, I was wondering how you extracted that vertices from the models.

    Did you hook glBufferDataARB or extract it elsewhere?

    Thanks
    Yeah, glBufferDataARB if I remember correctly, hows your knowledge about grabbing coordinates for 2D objects, like minimap and interface buttons etc?
    There used to be something meaningful here.

  3. #303
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    What happened to this project anyway? I really thought it was gonna make it bigtime and by now we'd have deprecated reflection for this xd
    Ce ne sont que des gueux


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    Quote Originally Posted by Floor66 View Post
    What happened to this project anyway? I really thought it was gonna make it bigtime and by now we'd have deprecated reflection for this xd
    silentwolf disappeared somewhere, I tried to make some functions for 2D stuff, but I'm not as good as silentwolf. I can make object grabbing work thought.
    There used to be something meaningful here.

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    Quote Originally Posted by Frement View Post
    Yeah, glBufferDataARB if I remember correctly, hows your knowledge about grabbing coordinates for 2D objects, like minimap and interface buttons etc?
    Well I am just getting into this, I started a couple of days ago, but wouldn't you just be able to see how things have been translated/rotated ignoring z? I feel like if you identified when things are being drawn, probably after all the models and such, it just gets drawn straight on the screen without depth testing.

    I just checked it out, and assuming you found a way to distinguish between textures statically-I would assume you have if you want to identify npcs-all 2d drawing happens between a call to glBegin and glEnd.

    Is your alls source code available?
    Last edited by derenged; 03-17-2011 at 12:55 AM.

  6. #306
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    Quote Originally Posted by derenged View Post
    Well I am just getting into this, I started a couple of days ago, but wouldn't you just be able to see how things have been translated/rotated ignoring z? I feel like if you identified when things are being drawn, probably after all the models and such, it just gets drawn straight on the screen without depth testing.

    I just checked it out, and assuming you found a way to distinguish between textures statically-I would assume you have if you want to identify npcs-all 2d drawing happens between a call to glBegin and glEnd.

    Is your alls source code available?
    I don't have it at the moment, I'll search my backups when I get back to this.
    There used to be something meaningful here.

  7. #307
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    I don't know enough about OGL to actually know if this would have any marret. But wouldn't it be possible to replace the graphics that are loaded with say an oddly coloured square and then right very simple flawless scripts?

    I have seen this done with a bot for guildwars I used a while back, and it worked flawlessly.

  8. #308
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    Quote Originally Posted by quazzymodem View Post
    I don't know enough about OGL to actually know if this would have any marret. But wouldn't it be possible to replace the graphics that are loaded with say an oddly coloured square and then right very simple flawless scripts?

    I have seen this done with a bot for guildwars I used a while back, and it worked flawlessly.
    If we could replace the graphics loaded, that means we know already exactly where the graphics/objects are/would be, so there would be no need to overlay something on top of them, and just click them , get it?

  9. #309
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    I have ordered some books on OpenGL which will hopefully help me learn so stuff, i know about links but i prefer to have books about it.

    hopefully i can come up with something

  10. #310
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    Quote Originally Posted by Bobzilla69 View Post
    I have ordered some books on OpenGL which will hopefully help me learn so stuff, i know about links but i prefer to have books about it.

    hopefully i can come up with something
    Go Bobzilla!

    Current projects:
    [ AeroGuardians (GotR minigame), Motherlode Miner, Blast furnace ]

    "I won't fall in your gravity. Open your eyes,
    you're the Earth and I'm the sky..."


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    i cant guarantee i can accomplish anything but when i get time i will do my best

  12. #312
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    Quote Originally Posted by Bobzilla69 View Post
    I have ordered some books on OpenGL which will hopefully help me learn so stuff, i know about links but i prefer to have books about it.

    hopefully i can come up with something
    Hehe me too . This monday will be my last exam and then ill have like 4 months or so of holidays.

  13. #313
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    Quote Originally Posted by KingKong View Post
    Hehe me too . This monday will be my last exam and then ill have like 4 months or so of holidays.
    nice, i wont have that much time as i work full time, but good luck and hopefully one of us can make something

    Edit:

    WooHoo my books arrived today, looks like i will be doing some reading this weekend
    Last edited by Bobzilla69; 11-09-2011 at 02:26 PM.

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    Hamani and The Runeglider team will be looking into something like this.. later down the track Hamani is a fully qualified Programmer hes completed university and is now studying to be a lawyer at uni
    So their might be hope for this yet I believe OpenGL is more undetectable than DirectX Correct?

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    Quote Originally Posted by leetsxc View Post
    Hamani and The Runeglider team will be looking into something like this.. later down the track Hamani is a fully qualified Programmer hes completed university and is now studying to be a lawyer at uni
    So their might be hope for this yet I believe OpenGL is more undetectable than DirectX Correct?
    A few of us have worked on this late last year and some this year as well. You can check out some of the progress here:
    http://villavu.com/forum/showthread.php?t=76057

    Current projects:
    [ AeroGuardians (GotR minigame), Motherlode Miner, Blast furnace ]

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  16. #316
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    Both method are detecable.
    I am currently toying with tribot atmo:

    oGL is very nice, basically injection, just never goes down after updates.
    Its stuff like this:

    That I love , every time srl comes to something it dies off, maybe because people don't have interest?
    I don't know, but if simba had oGL it'll be amazing .
    I might start to look at openGL, and how its coded. this week end and focus on how to inject.
    Mat



    ^^

  17. #317
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    The advantage of open gl is that it could be cross platform unlike directx


  18. #318
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    Would love to see someone take this up again, Like mat said it "dies" off mostly, I just cant get it, its such a valuable tool we have yet we don't take any advantage of it. Id's for every item? random events could be made near 100% flawless? not sure why no one gets hyped over the possibilities of this.

  19. #319
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    Yes, OpenGL is the way to go over DX. Please don't focus at DX much

  20. #320
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    If we had a way to gather the color data from the client in OGL mode I'd already be working on anti-randoms & an OGL include.

    Current projects:
    [ AeroGuardians (GotR minigame), Motherlode Miner, Blast furnace ]

    "I won't fall in your gravity. Open your eyes,
    you're the Earth and I'm the sky..."


  21. #321
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    Quote Originally Posted by Flight View Post
    If we had a way to gather the color data from the client in OGL mode I'd already be working on anti-randoms & an OGL include.
    Well I'm not an expert but I'll toss my idea out there. Would there be a way to inject code into the fragment shader that RS uses? That would enable color snatching. (Keep in mind I'm assuming they're using the programmable pipeline versions of OpenGL.)

    Records and Types Save Code (and make you look better)
    Quote Originally Posted by Wizzup? View Post
    Is it possible to make Runescape a 2D game with this?... That would greatly simplify... Just about anything.

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