(Source) Valorant Skin Changer Hack

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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.

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.
appreciate good working thank cool project
 
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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.

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.
efektler sesler yokmuş zaten piyasadaki büyük skin changerlerin sorunu bu
 
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I have no idea how to code this. I'm learning python, will I be able to understand such codes at some point in the future?
 
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nasıl yapılıyor ya biri söylesin faydalanak
 
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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.

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.
[/CODE[/CENTER]
[/QUOTE]
ucde paylaşılan src bu ben şahsen sevmedim
 
Üye
Katılım
5 Şub 2022
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4 HİZMET YILI
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.

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.
lmao its too much risky but nice cheat tho
 
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