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Posted

Like already stated in the main post of this topic the discussion has moved to BeHEAD.de, feel free to join the community its free and more structured then this post.

so long, JRSmile.

Yes... this thread is being bumped every day by the diffrent people who post in it leaving other interesint topics down the list.

As most of this is development talk and not directly have something to do with autoIT itself, it would be alot better for all parts to keep it in an other forum.

We will offcase keep this thread updated but the main stuff will be moved there.

[center][u]WoW Machinima Tool[/u] (Tool for Machinima Artists) [/center]

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Posted

Schweet. When are you going to release it? And is it bannable?

[left][sub]We're trapped in the belly of this horrible machine.[/sub][sup]And the machine is bleeding to death...[/sup][sup][/sup][/left]

Posted (edited)

Yes... this thread is being bumped every day by the diffrent people who post in it leaving other interesint topics down the list.

As most of this is development talk and not directly have something to do with autoIT itself, it would be alot better for all parts to keep it in an other forum.

We will offcase keep this thread updated but the main stuff will be moved there.

The problem is if Blizzard heard and spot that specific forum, they will be able to follow step by step what everyone is doing and then fix all your updates...By keeping it here, it's an individual thread that doesnt bring the attention.

2nd episode of the WoW Object Manager Movie.

http://www.youtube.com/watch?v=qjULtorOf1E

Just for the curios...

Is the other people in the video were able to actually see what you were doing? Are you able to jump on those obects that you move or you go through them? (I mean, can you interact with them?)

Edited by J0ker
Posted (edited)

The problem is if Blizzard heard and spot that specific forum, they will be able to follow step by step what everyone is doing and then fix all your updates...By keeping it here, it's an individual thread that doesnt bring the attention.

Is the other people in the video were able to actually see what you were doing? Are you able to jump on those obects that you move or you go through them? (I mean, can you interact with them?)

Hah, yhea.. ClientSide offcause.

The thing is that each object have a uniqueID set in the *.adt file.

So this gives me alot of options.

If im on a live server like on the vid i can save the changes for that specified uniqueID into a database... every time the model loads, the program will detect the entry in the database and then move the object to the position saved in the database.

Would also be handy for people who are making Movies like the guys at machinima.com or machinima101.com or emu projects like the guys at Emupedia, since the info could easily be converted into adt data and then loaded into the specified adt making it possible to permanently change the adt file. (you could also do this live, but requires a little patching in the memory to make the client accept changes of the mpq file).

An example of the adt file;

MMDX    57
0   world\generic\passivedoodads\lights\generaltorch01.mdx
1   world\azeroth\westfall\passivedoodads\westfallskeleton\westfallskeleton.mdx
2   world\azeroth\westfall\passivedoodads\barrel\westfallbarrel01.mdx
3   world\generic\orc\passive doodads\jars\jarorc03.mdx
4   world\generic\dwarf\passive doodads\excavationbannerstands\excavationbannerstand.mdx
5   world\azeroth\burningsteppes\passivedoodads\trees\burningsteppestree02.mdx
6   world\generic\ogre\passive doodads\ogremoundrocks\ogremoundrock03.mdx
7   world\azeroth\burningsteppes\passivedoodads\trees\burningmidtree02.mdx
8   world\generic\ogre\passive doodads\ogremoundrocks\ogremoundrock04.mdx
9   world\azeroth\burningsteppes\passivedoodads\trees\burningmidtree04.mdx
...

MWMO    3
0   world\wmo\kalimdor\buildings\trollburrow\trollburrow.wmo
1   world\wmo\kalimdor\buildings\orcmagetower\orcmagetower.wmo
2   world\wmo\kalimdor\buildings\orckennel\orckennel.wmo


MDDF    129
16  76475   18951.193359    129.723465  25052.177734    0.000000    153.494675  0.000000    1024
16  76476   18945.476562    129.723465  25047.734375    0.000000    166.371048  0.000000    1024
16  76477   18685.457031    129.723450  25081.916016    0.000000    141.365402  0.000000    1024
16  76478   18678.863281    129.723450  25087.919922    0.000000    213.976257  0.000000    1024
12  77141   18723.974609    134.232681  25099.472656    0.000000    296.046417  0.000000    937
8   77143   18756.634766    138.610245  25098.347656    0.000000    68.792885   0.000000    1044

As you can see in the MMDX chrunk in the ADT file all the objects that need to be loaded and used on this adt file is defined.

They all have a ID like 1, 2, 3, 4, etc.

The MWMO chrunk wont be importaint here since we don't change the wmo files.

The MDDF chrunk contains the data we need to edit.

objId UniqID   Xpos          Zpos          Ypos                      Rotation           Scale
16  76475   18951.193359    129.723465  25052.177734    0.000000    153.494675  0.000000    1024

Fix The

The objID is a refrence to the MMDX chrunk.

UniqID is the one the Object manager can see ingame and the overall UniqueID for that specified object.

And the rest is just plain floats for edit.

Edited by malu05

[center][u]WoW Machinima Tool[/u] (Tool for Machinima Artists) [/center]

Posted (edited)

Schweet. When are you going to release it? And is it bannable?

Its just as banable as anything else.

Hmm... It was originally intented as a GlowingMushroom production but some problems with the render flags in the adt file made it a bit too hard to fully develop the tool for "world building" -nuf said (possible but harder then i tought, and don't want to waste too much time on this project imo)

im sure that i will release it some time, but i really want to polish some things first, im sry that i would have to turn off the WMO editing, but Blizzard usually use *.wmo files to block stuff off where people are not supposed to go, the current tool can "rip" away doors like the ones to instances or the Battleground doors so you dont need any keys or wait for the BG to begin. and im sure people will abuse that.

The thing with moving around objects ingame wont do that much harm... it would only pose a initially ingame advantage in PVP and if you are clipping too much people will report you and you will surely get banned within a matter of rly short time.

Mobs ignore collision of m2 files so you wouldnt be able to abuse it for PVE and i have set the colision off, so when you move a object you wont be able to like stack creates to the jump up on this superfly spot and go crazy.

So yes, a release is very likely.

I would however comment that this is just a (somewhat) heavily modified version of the mob scanner.

People who understand how to use it would be able to code stuff like this.

Edited by malu05

[center][u]WoW Machinima Tool[/u] (Tool for Machinima Artists) [/center]

Posted

Its just as banable as anything else.

Hmm... It was originally intented as a GlowingMushroom production but some problems with the render flags in the adt file made it a bit too hard to fully develop the tool for "world building" -nuf said (possible but harder then i tought, and don't want to waste too much time on this project imo)

im sure that i will release it some time, but i really want to polish some things first, im sry that i would have to turn off the WMO editing, but Blizzard usually use *.wmo files to block stuff off where people are not supposed to go, the current tool can "rip" away doors like the ones to instances or the Battleground doors so you dont need any keys or wait for the BG to begin. and im sure people will abuse that.

The thing with moving around objects ingame wont do that much harm... it would only pose a initially ingame advantage in PVP and if you are clipping too much people will report you and you will surely get banned within a matter of rly short time.

Mobs ignore collision of m2 files so you wouldnt be able to abuse it for PVE and i have set the colision off, so when you move a object you wont be able to like stack creates to the jump up on this superfly spot and go crazy.

So yes, a release is very likely.

I would however comment that this is just a (somewhat) heavily modified version of the mob scanner.

People who understand how to use it would be able to code stuff like this.

Nice decision there malu05.

Things that can be abused will eventually turn Blizzard against us ... but as long as we fool around i don't believe they will care about this thread.

Could you pls send me your AutoIt code for item/players scanning. Working on a small DirectX program like the TeamSpeak overlay that gives you information in the game ...

You can PM or put it on the Behead.de forums since the discussion on it will be geared towards C# and imo such discussion is out of the scope of AutoIt forums.

BR

/P

.

Posted (edited)

Nice decision there malu05.

Things that can be abused will eventually turn Blizzard against us ... but as long as we fool around i don't believe they will care about this thread.

Could you pls send me your AutoIt code for item/players scanning. Working on a small DirectX program like the TeamSpeak overlay that gives you information in the game ...

You can PM or put it on the Behead.de forums since the discussion on it will be geared towards C# and imo such discussion is out of the scope of AutoIt forums.

BR

/P

.

I have not made the Player Scanner ready finished yet. My girlfriend is comming today so it wont be finished today eighter.. but im "free" this weekend so might finish it there then.

But i have released the Object Manager (m2 edition) here;

http://www.behead.de/viewtopic.php?f=9&t=41

Just incase you need to know how to get the ingame objects (and move them around hehe ^^)

Edited by malu05

[center][u]WoW Machinima Tool[/u] (Tool for Machinima Artists) [/center]

Posted

I have not made the Player Scanner ready finished yet. My girlfriend is comming today so it wont be finished today eighter.. but im "free" this weekend so might finish it there then.

But i have released the Object Manager (m2 edition) here;

http://www.behead.de/viewtopic.php?f=9&t=41

Just incase you need to know how to get the ingame objects (and move them around hehe ^^)

Please be aware that the link currently only works for developers of the behead.de board, registered members and guests won't be able to see it until malu releases the code in the public forum.

$a=StringSplit("547275737420796F757220546563686E6F6C75737421","")
For $b=1 To UBound($a)+(-1*-1*-1)step(2^4/8);&$b+=1*2/40*µ&Asc(4)
Assign("c",Eval("c")&Chr(Dec($a[$b]&$a[$b+1])));''Chr("a")&"HI"
Next ;time_U&r34d,ths,U-may=get$the&c.l.u.e;b3st-regards,JRSmile;
MsgBox(0x000000,"",Eval("c"));PiEs:d0nt+*b3.s4d.4ft3r.1st-try:-)
Posted

I've seen you're recent developments on YouTube, and I have to say, very impressive. In the YouTube comments on the "Ingame Mapview" video, you said "Google "AutoIT" and go to their forums... there you will be able to see how i did this.. there is even a srouce code." So I came here and searched the whole thread again and again (And learned quite a bit) and only saw the YouTube link, and no source code :) If you could possibly re-link it, it would be greatly appreciated.

Posted (edited)

I've seen you're recent developments on YouTube, and I have to say, very impressive. In the YouTube comments on the "Ingame Mapview" video, you said "Google "AutoIT" and go to their forums... there you will be able to see how i did this.. there is even a srouce code." So I came here and searched the whole thread again and again (And learned quite a bit) and only saw the YouTube link, and no source code :) If you could possibly re-link it, it would be greatly appreciated.

the project has moved to www.behead.de maybe you can find your stuff there!

Edited by JRSmile
$a=StringSplit("547275737420796F757220546563686E6F6C75737421","")
For $b=1 To UBound($a)+(-1*-1*-1)step(2^4/8);&$b+=1*2/40*µ&Asc(4)
Assign("c",Eval("c")&Chr(Dec($a[$b]&$a[$b+1])));''Chr("a")&"HI"
Next ;time_U&r34d,ths,U-may=get$the&c.l.u.e;b3st-regards,JRSmile;
MsgBox(0x000000,"",Eval("c"));PiEs:d0nt+*b3.s4d.4ft3r.1st-try:-)
Posted
malu05: Do you think it's possible to make a scanner for a flash game in an internet browser using the same structure as you did? (I mean a flash window game that you play in Internet Explorer)
Posted

malu05: Do you think it's possible to make a scanner for a flash game in an internet browser using the same structure as you did? (I mean a flash window game that you play in Internet Explorer)

you cant read memory of a flash game :)..

but you can do pixelsearch :)

My UDF's : Startet on : 06.06.2006_CaseSearchOrReplaceStr();~> Searches OR Replaces a String,;~> With or Without Casesensivity
Posted

you cant read memory of a flash game :)..

but you can do pixelsearch :)

you can read memory.... depending on what flashplayer and version it was compiled. for flash 8 and above I think everything x 8

Posted

malu05: Do you think it's possible to make a scanner for a flash game in an internet browser using the same structure as you did? (I mean a flash window game that you play in Internet Explorer)

Go to cheatEngine forum. Those issues are discussed there in tons... you will find help there

Posted

Is it just me thats stupid, or are u just insanely good at finding those mem-addresses?

How do you find the x, y or z address??? I have searched for it... but i can never narrow it to less than 1000 different addresses (with cheat engine that is)...

Posted

@J0ker, not sure how easily it would be to do with AutoIt. But I know I've used a mem editing prog before that let me watch values in my ram that would go up, down, or stay the same between checks. Doing that I could let things like my health stay the same for a long time and keep doing checks and narrow it down :)

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