Weapon effects, sound effects,animations and the scope wont be applied.
It is intended for internal cheats. It is not .pak editing, it is not a cheat release, it it is a feature release, you need a working cheat base to make it work, thread is meant for developers with already the basic knowledge.
If you don't understand the code below and you don't know what to do with this, I recommend you leave this thread since there is nothing useful in here for you, for now.
Lets start.
Valorant won't load skin mesh/material objects if you or any other player in the match doesn't own the skin, so we need to force load it, for that we will use unrealengine function StaticLoadObject
Code:
SIG: E8 ? ? ? ? 48 89 83 ? ? ? ? 48 8B 4C 24 ? 48 85 C9 74 05
typedef uintptr_t(__fastcall* staticLoadObject_t)(UObject* objectclass, UObject* InOuter, const wchar_t* origInname, const wchar_t* filename, UINT32 LoadFlags, uintptr_t Sandbox, bool AllowReconciliation, uintptr_t InstancingContext);
extern staticLoadObject_t fn_StaticLoadObject;
Alright, now we have the most important function to load objects that aren't loaded, now we need to get the weapon material and mesh.
Code:
auto MaterialClass = Engine::FindObject(L"/Script/Engine.MaterialInstanceConstant");
auto StaticWeaponMesh = Engine::FindObject(L"/Script/Engine.SkeletalMesh");
material = Engine::fn_StaticLoadObject((Engine::UObject*)MaterialClass,
0, L"/Game/Equippables/Melee/Dragon/1P/Materials/EQ_Melee_Dragon_MI.EQ_Melee_Dragon_MI", 0, 0, 0, true, 0);
wepmesh = Engine::fn_StaticLoadObject((Engine::UObject*)StaticWeaponMesh,
0, L"/Game/Equippables/Melee/Dragon/1P/Models/GN_Melee_Dragon_Skelmesh.GN_Melee_Dragon_Skelmesh", 0, 0, 0, true, 0);
Nice, now we have the material and mesh, now we just need to apply it, we can either do this by calling UpdateMesh and UpdateMaterial or with the following code:
Code:
void ApplySkin(uintptr_t Mesh, uintptr_t Material, uintptr_t weapon)
{
if (Mesh && Material && weapon) {
uintptr_t pMesh1P = *(uintptr_t*)(weapon + OFF_WEAPONMESH1P);
if (pMesh1P) {
*(uintptr_t*)(pMesh1P + OFF_SKELETALMESH) = Mesh;
*(uintptr_t*)(pMesh1P + 0x20) = Material;
*(uintptr_t*)(pMesh1P + OFF_OVERRIDEMATERIALS) = pMesh1P + 0x20;
*(uint32_t*)(pMesh1P + OFF_OVERRIDEMATERIALS + 8) = 1;
}
}
}
How can we find the names of the mesh/material for the skins ?
That is easy, they can be found inside the paks, use FModel to explore the paks.
Code:
AES KEY: 0x4BE71AF2459CF83899EC9DC2CB60E22AC4B3047E0211034BBABE9D174C069DD6
AES KEY SIG: C7 45 ? ? ? ? ? C7 45 ? ? ? ? ? C7 45 ? ? ? ? ? C7 45 ? ? ? ? ? 0F 10 45 D0
Example for the Vandal dragon skin:
Load the paks folder, navigate to
ShooterGame->Content->Equippables->Guns->Rifles->AK->Dragon->1P->Materials, then click on the Assets tab, look for the _MI one, and thats the asset u want
Then the material path to load the object would be. /Game/Equippables/Guns/Rifles/AK/Dragon/1P/Materials/AK_Dragon_MI.AK_Dragon_MI
The mesh resides in the same AK/Dragon folder, inside the Models, look at the example code up to find the path for relative skins.
Eğer hile kodlamayı bilmiyor iseniz, özetle coder değilseniz lütfen bu konuyu burada okumayı bırakın. Çünkü verilen bilgiler işe yarayamayacak. Zaten coder iseniz ne yapmanız gerektiğini biliyorsunuz fakat bu sadece bir özellik. Yani çalışması için gerçek bir kaynak kodu hilesine sahip olmanız gerekli. Nasıl bir hileye wh, aimbot, trigger, radar gibi hileler ekliyor iseniz. Aşşağıda ki tutorial ile skin changer ekleyebilirsiniz.
Evet içinde skinlere dair özel efektler bulunmamakta. Piyasada bulunan skin changer hilelerinin genel bir problemi bu. Kaplamalar düzgün yüklenmeyebiliyor ve aynı zamanda efektler bulunmamakta. Ses verisini çekebilmek için gerekli kod maalesef ben de bulunmamakta dostum.Hocam sanırım, ilk cümleden anladığım kadarıyla ses efektleri, çekiş efektleri ve dürbün özelleştirmesi yok içinde. Ses dosyalarını hilenin içine enject edersem herhangi bir sorun yaşar mıyım?
Post automatically merged:
Yada ses dosyalarının verisini çekebilmesi için yazmam gereken kod satırını yazabilir misiniz?
Only u see mate.Only I see or others see to ?
only u can see plus if u get a actual dropped skin even that will be moddedKanka başlık harbi olmamış.Kaynok kodu paylaşmışsın tutorial anlamı biraz farklı kaçıyor hilenin nasıl uygulanacağını göstermek gibi.
btw does even the firing sound changes with skin change ?only u can see plus if u get a actual dropped skin even that will be modded
I am curious about it too.btw does even the firing sound changes with skin change ?
Hayır sen kendin ekleyemezsin, hilenin kodları senin elinde olmadığı için.Bu kodları yazarak dwordun valorant hilesine ekliyebilir miyiz ?
no its just skin changer for yourselfOnly I see or others see to ?
hocam ben kodlamayı bilmiyorum ama bir video cekerseniz benim gibi bir sürü kullanıcıya bu hileyi yapmayı öğretebilirsiniz vaktiniz varsa tabiiEğer hile kodlamayı bilmiyor iseniz, özetle coder değilseniz lütfen bu konuyu burada okumayı bırakın. Çünkü verilen bilgiler işe yarayamayacak. Zaten coder iseniz ne yapmanız gerektiğini biliyorsunuz fakat bu sadece bir özellik. Yani çalışması için gerçek bir kaynak kodu hilesine sahip olmanız gerekli. Nasıl bir hileye wh, aimbot, trigger, radar gibi hileler ekliyor iseniz. Aşşağıda ki tutorial ile skin changer ekleyebilirsiniz.
C++:Weapon effects, sound effects,animations and the scope wont be applied. It is intended for internal cheats. It is not .pak editing, it is not a cheat release, it it is a feature release, you need a working cheat base to make it work, thread is meant for developers with already the basic knowledge. If you don't understand the code below and you don't know what to do with this, I recommend you leave this thread since there is nothing useful in here for you, for now. Lets start. Valorant won't load skin mesh/material objects if you or any other player in the match doesn't own the skin, so we need to force load it, for that we will use unrealengine function StaticLoadObject Code: SIG: E8 ? ? ? ? 48 89 83 ? ? ? ? 48 8B 4C 24 ? 48 85 C9 74 05 typedef uintptr_t(__fastcall* staticLoadObject_t)(UObject* objectclass, UObject* InOuter, const wchar_t* origInname, const wchar_t* filename, UINT32 LoadFlags, uintptr_t Sandbox, bool AllowReconciliation, uintptr_t InstancingContext); extern staticLoadObject_t fn_StaticLoadObject; Alright, now we have the most important function to load objects that aren't loaded, now we need to get the weapon material and mesh. Code: auto MaterialClass = Engine::FindObject(L"/Script/Engine.MaterialInstanceConstant"); auto StaticWeaponMesh = Engine::FindObject(L"/Script/Engine.SkeletalMesh"); material = Engine::fn_StaticLoadObject((Engine::UObject*)MaterialClass, 0, L"/Game/Equippables/Melee/Dragon/1P/Materials/EQ_Melee_Dragon_MI.EQ_Melee_Dragon_MI", 0, 0, 0, true, 0); wepmesh = Engine::fn_StaticLoadObject((Engine::UObject*)StaticWeaponMesh, 0, L"/Game/Equippables/Melee/Dragon/1P/Models/GN_Melee_Dragon_Skelmesh.GN_Melee_Dragon_Skelmesh", 0, 0, 0, true, 0); Nice, now we have the material and mesh, now we just need to apply it, we can either do this by calling UpdateMesh and UpdateMaterial or with the following code: Code: void ApplySkin(uintptr_t Mesh, uintptr_t Material, uintptr_t weapon) { if (Mesh && Material && weapon) { uintptr_t pMesh1P = *(uintptr_t*)(weapon + OFF_WEAPONMESH1P); if (pMesh1P) { *(uintptr_t*)(pMesh1P + OFF_SKELETALMESH) = Mesh; *(uintptr_t*)(pMesh1P + 0x20) = Material; *(uintptr_t*)(pMesh1P + OFF_OVERRIDEMATERIALS) = pMesh1P + 0x20; *(uint32_t*)(pMesh1P + OFF_OVERRIDEMATERIALS + 8) = 1; } } } How can we find the names of the mesh/material for the skins ? That is easy, they can be found inside the paks, use FModel to explore the paks. Code: AES KEY: 0x4BE71AF2459CF83899EC9DC2CB60E22AC4B3047E0211034BBABE9D174C069DD6 AES KEY SIG: C7 45 ? ? ? ? ? C7 45 ? ? ? ? ? C7 45 ? ? ? ? ? C7 45 ? ? ? ? ? 0F 10 45 D0 Example for the Vandal dragon skin: Load the paks folder, navigate to ShooterGame->Content->Equippables->Guns->Rifles->AK->Dragon->1P->Materials, then click on the Assets tab, look for the _MI one, and thats the asset u want Then the material path to load the object would be. /Game/Equippables/Guns/Rifles/AK/Dragon/1P/Materials/AK_Dragon_MI.AK_Dragon_MI The mesh resides in the same AK/Dragon folder, inside the Models, look at the example code up to find the path for relative skins.
We use cookies and similar technologies for the following purposes:
Do you accept cookies and these technologies?
We use cookies and similar technologies for the following purposes:
Do you accept cookies and these technologies?