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Автор темы
- #1
Настоящий пастер должен есть готовое дерьмо, а не работать головой.
Step 1: Заходим в файл hooked_dme.cpp
Step 2: Ищем этот кусок кода (в нём создаются/ищутся готовые материалы для чамсов):
Step 3: Заменяем его на этот кусок кода:
Step 4: Заходим в файл constchars.h.
Step 5: Ищем:
Step 6: Придумываем и записываем название ваших новых уникальных чамсов:
Step 7: Теперь у вас есть неплохие анимированные чамсы, которые красиво переливаются (это не спасёт ваш кривой рейдж):
Step 1: Заходим в файл hooked_dme.cpp
Step 2: Ищем этот кусок кода (в нём создаются/ищутся готовые материалы для чамсов):
C++:
static IMaterial* materials[] =
{
CreateMaterial(true, crypt_str(R"#("VertexLitGeneric"
{
"$basetexture" "vgui/white"
"$envmap" "env_cubemap"
"$model" "1"
"$flat" "0"
"$nocull" "1"
"$halflambert" "1"
"$nofog" "1"
"$ignorez" "0"
"$znearer" "0"
"$wireframe" "0"
}
)#")),
CreateMaterial(false, crypt_str(R"#("UnlitGeneric"
{
"$basetexture" "vgui/white"
"$ignorez" "0"
"$envmap" " "
"$nofog" "1"
"$model" "1"
"$nocull" "0"
"$selfillum" "1"
"$halflambert" "1"
"$znearer" "0"
"$flat" "1"
"$wireframe" "0"
}
)#")),
m_materialsystem()->FindMaterial(crypt_str("models/inventory_items/dogtags/dogtags_outline"), nullptr), //-V807
m_materialsystem()->FindMaterial(crypt_str("models/inventory_items/cologne_prediction/cologne_prediction_glass"), nullptr),
CreateMaterial(true, crypt_str(R"#("VertexLitGeneric" {
"$basetexture" "vgui/white"
"$envmap" "env_cubemap"
"$envmaptint" "[.10 .10 .10]"
"$pearlescent" "0"
"$phong" "1"
"$phongexponent" "10"
"$phongboost" "1.0"
"$rimlight" "1"
"$rimlightexponent" "1"
"$rimlightboost" "1"
"$model" "1"
"$nocull" "0"
"$halflambert" "1"
"$lightwarptexture" "metalic"
}"
{
"$additive" "0.5"
"$envmap" "models/effects/cube_white"
"$ignorez" "1"
"$envmaptint" "[1 1 1]"
"$envmapfresnel" "1"
"$envmapfresnelminmaxexp" "[0 1 2]"
"$alpha" "1"
"$wireframe" "0"
}
)#")),
CreateMaterial(true, crypt_str(R"#("VertexLitGeneric"
{
"$additive" "0.5"
"$envmap" "models/effects/cube_white"
"$ignorez" "1"
"$envmaptint" "[1 1 1]"
"$envmapfresnel" "1"
"$envmapfresnelminmaxexp" "[0 1 2]"
"$alpha" "1"
"$wireframe" "0"
}
)#")),
CreateMaterial(true, crypt_str(R"#("VertexLitGeneric"
{
"$additive" "1"
"$envmap" "models/effects/cube_white"
"$envmaptint" "[1 1 1]"
"$envmapfresnel" "1"
"$envmapfresnelminmaxexp" "[0 1 2]"
"$alpha" "0.8"
"$wireframe" "1"
}
)#")),
CreateMaterial(true, crypt_str(R"#("VertexLitGeneric"
{
"$basetexture" "models/effects/cube_white"
"$additive" "1"
"$envmap" "models/effects/cube_white"
"$envmaptint" "[1.0 1.0. 1.0]"
"$envmapfresnel" "1.0"
"$envmapfresnelminmaxexp" "[0.0 1.0 2.0]"
"$alpha" "0.99"
}
)#")),
m_materialsystem()->FindMaterial(crypt_str("models/inventory_items/trophy_majors/velvet"), nullptr),
}
C++:
static IMaterial* materials[] =
{
CreateMaterial(true, crypt_str(R"#("VertexLitGeneric"
{
"$basetexture" "vgui/white"
"$envmap" "env_cubemap"
"$model" "1"
"$flat" "0"
"$nocull" "1"
"$halflambert" "1"
"$nofog" "1"
"$ignorez" "0"
"$znearer" "0"
"$wireframe" "0"
}
)#")),
CreateMaterial(false, crypt_str(R"#("UnlitGeneric"
{
"$basetexture" "vgui/white"
"$ignorez" "0"
"$envmap" " "
"$nofog" "1"
"$model" "1"
"$nocull" "0"
"$selfillum" "1"
"$halflambert" "1"
"$znearer" "0"
"$flat" "1"
"$wireframe" "0"
}
)#")),
m_materialsystem()->FindMaterial(crypt_str("models/inventory_items/dogtags/dogtags_outline"), nullptr), //-V807
m_materialsystem()->FindMaterial(crypt_str("models/inventory_items/cologne_prediction/cologne_prediction_glass"), nullptr),
CreateMaterial(true, crypt_str(R"#("VertexLitGeneric" {
"$basetexture" "vgui/white"
"$envmap" "env_cubemap"
"$envmaptint" "[.10 .10 .10]"
"$pearlescent" "0"
"$phong" "1"
"$phongexponent" "10"
"$phongboost" "1.0"
"$rimlight" "1"
"$rimlightexponent" "1"
"$rimlightboost" "1"
"$model" "1"
"$nocull" "0"
"$halflambert" "1"
"$lightwarptexture" "metalic"
}"
{
"$additive" "0.5"
"$envmap" "models/effects/cube_white"
"$ignorez" "1"
"$envmaptint" "[1 1 1]"
"$envmapfresnel" "1"
"$envmapfresnelminmaxexp" "[0 1 2]"
"$alpha" "1"
"$wireframe" "0"
}
)#")),
CreateMaterial(true, crypt_str(R"#("VertexLitGeneric"
{
"$additive" "0.5"
"$envmap" "models/effects/cube_white"
"$ignorez" "1"
"$envmaptint" "[1 1 1]"
"$envmapfresnel" "1"
"$envmapfresnelminmaxexp" "[0 1 2]"
"$alpha" "1"
"$wireframe" "0"
}
)#")),
CreateMaterial(true, crypt_str(R"#("VertexLitGeneric"
{
"$additive" "1"
"$envmap" "models/effects/cube_white"
"$envmaptint" "[1 1 1]"
"$envmapfresnel" "1"
"$envmapfresnelminmaxexp" "[0 1 2]"
"$alpha" "0.8"
"$wireframe" "1"
}
)#")),
CreateMaterial(true, crypt_str(R"#("VertexLitGeneric"
{
"$basetexture" "models/effects/cube_white"
"$additive" "1"
"$envmap" "models/effects/cube_white"
"$envmaptint" "[1.0 1.0. 1.0]"
"$envmapfresnel" "1.0"
"$envmapfresnelminmaxexp" "[0.0 1.0 2.0]"
"$alpha" "0.99"
}
)#")),
m_materialsystem()->FindMaterial(crypt_str("models/inventory_items/trophy_majors/velvet"), nullptr),
CreateMaterial(true, crypt_str(R"#("VertexLitGeneric"
{
"$basetexture" "sprites/light_glow04"
"$nodecal" "1"
"$model" "1"
"$additive" "1"
"$nocull" "1"
"$wireframe" "0"
"Proxies"
{
"TextureScroll"
{
"textureScrollVar" "$basetexturetransform"
"textureScrollRate" "0.75"
"textureScrollAngle" "75.0"
}
}
}
)#")),
}
Step 5: Ищем:
C++:
const char* chamstype[] =
{
"Normal",
"Flat",
"Pulse",
"Bubble",
"Metallic",
"Eso Glow",
"Wireframe",
"Glow",
"Velvet"
};
C++:
const char* chamstype[] =
{
"Normal",
"Flat",
"Pulse",
"Bubble",
"Metallic",
"Eso Glow",
"Wireframe",
"Glow",
"Velvet",
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};