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Offline elliesy  
#1 Posted : Thursday, April 6, 2017 8:24:08 PM(UTC)
elliesy
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Please help me to make our gentool forr generals 1
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thank you and happy modding ..:D
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life is good ..

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Do you have any source code of that ... and i want
to add some cheats to search some other bug and to improve
the generals 1..:D

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i am waiting GENERALS ... that this file d3d8.dll is we need to edit..:D

Edited by user Thursday, April 6, 2017 8:33:24 PM(UTC)  | Reason: Not specified

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Offline Gameanater  
#2 Posted : Thursday, April 6, 2017 11:11:08 PM(UTC)
Gameanater
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I'm not sure you'll find anyone here who knows how to edit the .dll files to make your own version of GenTool for you, or program a version of GenTool much at all.

All I can say is if you'll really want to do this, you'd probably have better luck contacting the creators of GenTool and asking them where to get started.
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
Offline elliesy  
#3 Posted : Friday, April 7, 2017 1:21:14 AM(UTC)
elliesy
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if he's not there i think he's dead or maybe he/she companion of there children ..:D
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but we need to start.... GENERALS
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i don't know what programmer language is? according to program output
what do you think GENERALS..:D Generals we need to code....as long as we have a lot of time


#include<stdio.h>
main() {


getch();
}

Edited by user Friday, April 7, 2017 1:22:06 AM(UTC)  | Reason: Not specified

Offline elliesy  
#4 Posted : Friday, April 7, 2017 1:33:49 AM(UTC)
elliesy
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I have a source GENERALS.....
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to how to start...... the hard part is how to start
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and i think just study the syntax of this programming language GENERALS
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link: https://msdn.microsoft.c...us/library/ms235636.aspx
we need a software Generals ..:D
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Happy modding ...:D feeling curios to the gentool program ..:D
Offline elliesy  
#5 Posted : Friday, April 7, 2017 1:51:20 AM(UTC)
elliesy
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what do you think of this GENERALS ..:D
.
.

// glut_example.c
// Stanford University, CS248, Fall 2000
//
// Demonstrates basic use of GLUT toolkit for CS248 video game assignment.
// More GLUT details at http://reality.sgi.com/mjk_asd/spec3/spec3.html
// Here you'll find examples of initialization, basic viewing transformations,
// mouse and keyboard callbacks, menus, some rendering primitives, lighting,
// double buffering, Z buffering, and texturing.
//
// Matt Ginzton -- magi@cs.stanford.edu
#include <glut.h>
#include <stdio.h>
#include <stdlib.h>
#ifdef _WIN32
# include <windows.h>
#else
# include <sys/time.h>
#endif
#include "texture.h"
#define VIEWING_DISTANCE_MIN 3.0
#define TEXTURE_ID_CUBE 1
enum {
MENU_LIGHTING = 1,
MENU_POLYMODE,
MENU_TEXTURING,
MENU_EXIT
};
typedef int BOOL;
#define TRUE 1
#define FALSE 0
static BOOL g_bLightingEnabled = TRUE;
static BOOL g_bFillPolygons = TRUE;
static BOOL g_bTexture = FALSE;
static BOOL g_bButton1Down = FALSE;
static GLfloat g_fTeapotAngle = 0.0;
static GLfloat g_fTeapotAngle2 = 0.0;
static GLfloat g_fViewDistance = 3 * VIEWING_DISTANCE_MIN;
static GLfloat g_nearPlane = 1;
static GLfloat g_farPlane = 1000;
static int g_Width = 600; // Initial window width
static int g_Height = 600; // Initial window height
static int g_yClick = 0;
static float g_lightPos[4] = { 10, 10, -100, 1 }; // Position of light
#ifdef _WIN32
static DWORD last_idle_time;
#else
static struct timeval last_idle_time;
#endif
void DrawCubeFace(float fSize)
{
fSize /= 2.0;
glBegin(GL_QUADS);
glVertex3f(-fSize, -fSize, fSize); glTexCoord2f (0, 0);
glVertex3f(fSize, -fSize, fSize); glTexCoord2f (1, 0);
glVertex3f(fSize, fSize, fSize); glTexCoord2f (1, 1);
glVertex3f(-fSize, fSize, fSize); glTexCoord2f (0, 1);
glEnd();
}
void DrawCubeWithTextureCoords (float fSize)
{
glPushMatrix();
DrawCubeFace (fSize);
glRotatef (90, 1, 0, 0);
DrawCubeFace (fSize);
glRotatef (90, 1, 0, 0);
DrawCubeFace (fSize);
glRotatef (90, 1, 0, 0);
DrawCubeFace (fSize);
glRotatef (90, 0, 1, 0);
DrawCubeFace (fSize);
glRotatef (180, 0, 1, 0);
DrawCubeFace (fSize);
glPopMatrix();
}
void RenderObjects(void)
{
float colorBronzeDiff[4] = { 0.8, 0.6, 0.0, 1.0 };
float colorBronzeSpec[4] = { 1.0, 1.0, 0.4, 1.0 };
float colorBlue[4] = { 0.0, 0.2, 1.0, 1.0 };
float colorNone[4] = { 0.0, 0.0, 0.0, 0.0 };
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
// Main object (cube) ... transform to its coordinates, and render
glRotatef(15, 1, 0, 0);
glRotatef(45, 0, 1, 0);
glRotatef(g_fTeapotAngle, 0, 0, 1);
glMaterialfv(GL_FRONT, GL_DIFFUSE, colorBlue);
glMaterialfv(GL_FRONT, GL_SPECULAR, colorNone);
glColor4fv(colorBlue);
glBindTexture(GL_TEXTURE_2D, TEXTURE_ID_CUBE);
DrawCubeWithTextureCoords(1.0);
// Child object (teapot) ... relative transform, and render
glPushMatrix();
glTranslatef(2, 0, 0);
glRotatef(g_fTeapotAngle2, 1, 1, 0);
glMaterialfv(GL_FRONT, GL_DIFFUSE, colorBronzeDiff);
glMaterialfv(GL_FRONT, GL_SPECULAR, colorBronzeSpec);
glMaterialf(GL_FRONT, GL_SHININESS, 50.0);
glColor4fv(colorBronzeDiff);
glBindTexture(GL_TEXTURE_2D, 0);
glutSolidTeapot(0.3);
glPopMatrix();
glPopMatrix();
}
void display(void)
{
// Clear frame buffer and depth buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Set up viewing transformation, looking down -Z axis
glLoadIdentity();
gluLookAt(0, 0, -g_fViewDistance, 0, 0, -1, 0, 1, 0);
// Set up the stationary light
glLightfv(GL_LIGHT0, GL_POSITION, g_lightPos);
// Render the scene
RenderObjects();
// Make sure changes appear onscreen
glutSwapBuffers();
}
void reshape(GLint width, GLint height)
{
g_Width = width;
g_Height = height;
glViewport(0, 0, g_Width, g_Height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(65.0, (float)g_Width / g_Height, g_nearPlane, g_farPlane);
glMatrixMode(GL_MODELVIEW);
}
void InitGraphics(void)
{
int width, height;
int nComponents;
void* pTextureImage;
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glShadeModel(GL_SMOOTH);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
// Create texture for cube; load marble texture from file and bind it
pTextureImage = read_texture("marble.rgb", &width, &height, &nComponents);
glBindTexture(GL_TEXTURE_2D, TEXTURE_ID_CUBE);
gluBuild2DMipmaps(GL_TEXTURE_2D, // texture to specify
GL_RGBA, // internal texture storage format
width, // texture width
height, // texture height
GL_RGBA, // pixel format
GL_UNSIGNED_BYTE, // color component format
pTextureImage); // pointer to texture image
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR);
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
void MouseButton(int button, int state, int x, int y)
{
// Respond to mouse button presses.
// If button1 pressed, mark this state so we know in motion function.
if (button == GLUT_LEFT_BUTTON)
{
g_bButton1Down = (state == GLUT_DOWN) ? TRUE : FALSE;
g_yClick = y - 3 * g_fViewDistance;
}
}
void MouseMotion(int x, int y)
{
// If button1 pressed, zoom in/out if mouse is moved up/down.
if (g_bButton1Down)
{
g_fViewDistance = (y - g_yClick) / 3.0;
if (g_fViewDistance < VIEWING_DISTANCE_MIN)
g_fViewDistance = VIEWING_DISTANCE_MIN;
glutPostRedisplay();
}
}
void AnimateScene(void)
{
float dt;
#ifdef _WIN32
DWORD time_now;
time_now = GetTickCount();
dt = (float) (time_now - last_idle_time) / 1000.0;
#else
// Figure out time elapsed since last call to idle function
struct timeval time_now;
gettimeofday(&time_now, NULL);
dt = (float)(time_now.tv_sec - last_idle_time.tv_sec) +
1.0e-6*(time_now.tv_usec - last_idle_time.tv_usec);
#endif
// Animate the teapot by updating its angles
g_fTeapotAngle += dt * 30.0;
g_fTeapotAngle2 += dt * 100.0;
// Save time_now for next time
last_idle_time = time_now;
// Force redraw
glutPostRedisplay();
}
void SelectFromMenu(int idCommand)
{
switch (idCommand)
{
case MENU_LIGHTING:
g_bLightingEnabled = !g_bLightingEnabled;
if (g_bLightingEnabled)
glEnable(GL_LIGHTING);
else
glDisable(GL_LIGHTING);
break;
case MENU_POLYMODE:
g_bFillPolygons = !g_bFillPolygons;
glPolygonMode (GL_FRONT_AND_BACK, g_bFillPolygons ? GL_FILL : GL_LINE);
break;
case MENU_TEXTURING:
g_bTexture = !g_bTexture;
if (g_bTexture)
glEnable(GL_TEXTURE_2D);
else
glDisable(GL_TEXTURE_2D);
break;
case MENU_EXIT:
exit (0);
break;
}
// Almost any menu selection requires a redraw
glutPostRedisplay();
}
void Keyboard(unsigned char key, int x, int y)
{
switch (key)
{
case 27: // ESCAPE key
exit (0);
break;
case 'l':
SelectFromMenu(MENU_LIGHTING);
break;
case 'p':
SelectFromMenu(MENU_POLYMODE);
break;
case 't':
SelectFromMenu(MENU_TEXTURING);
break;
}
}
int BuildPopupMenu (void)
{
int menu;
menu = glutCreateMenu (SelectFromMenu);
glutAddMenuEntry ("Toggle lighting\tl", MENU_LIGHTING);
glutAddMenuEntry ("Toggle polygon fill\tp", MENU_POLYMODE);
glutAddMenuEntry ("Toggle texturing\tt", MENU_TEXTURING);
glutAddMenuEntry ("Exit demo\tEsc", MENU_EXIT);
return menu;
}
int main(int argc, char** argv)
{
// GLUT Window Initialization:
glutInit (&argc, argv);
glutInitWindowSize (g_Width, g_Height);
glutInitDisplayMode ( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow ("CS248 GLUT example");
// Initialize OpenGL graphics state
InitGraphics();
// Register callbacks:
glutDisplayFunc (display);
glutReshapeFunc (reshape);
glutKeyboardFunc (Keyboard);
glutMouseFunc (MouseButton);
glutMotionFunc (MouseMotion);
glutIdleFunc (AnimateScene);
// Create our popup menu
BuildPopupMenu ();
glutAttachMenu (GLUT_RIGHT_BUTTON);
// Get the initial time, for use by animation
#ifdef _WIN32
last_idle_time = GetTickCount();
#else
gettimeofday (&last_idle_time, NULL);
#endif
// Turn the flow of control over to GLUT
glutMainLoop ();
return 0;
}
Offline elliesy  
#6 Posted : Friday, April 7, 2017 6:23:48 AM(UTC)
elliesy
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Joined: 2/26/2016(UTC)
Posts: 222
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Location: Manila

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PLease help me baby ...:D
Offline acidbrain  
#7 Posted : Friday, April 7, 2017 6:26:46 AM(UTC)
acidbrain
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If im not mistaking Stanislav from Stanislav tv aka xezon on yt created gentool, maybe you can contact him on yt or something...



Here is his channel...
Panem et kirkinses
thanks 2 users thanked acidbrain for this useful post.
zero hour mad map maker on 4/7/2017(UTC), CommieDog on 4/10/2017(UTC)
Offline acidbrain  
#8 Posted : Friday, April 7, 2017 6:55:03 PM(UTC)
acidbrain
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Posts: 982

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Here is his profile on GameReplays.org
He was last active on 28th March 2017 so he is not dead...

If you want to create a new GenTool for Generals you have to build it from scratch, C++ is the language you need to programm the stuff, i would like to help but my C++ skills are just as good as my open heart surgery skills, it sucks, made a calculator once and that is all...I know a bit more of java but that is pretty much useless for this sjit...

Greetz
Panem et kirkinses
Offline elliesy  
#9 Posted : Friday, April 7, 2017 10:20:16 PM(UTC)
elliesy
Major
Joined: 2/26/2016(UTC)
Posts: 222
Philippines
Location: Manila

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Was thanked: 10 time(s) in 9 post(s)
thank you acidbrain for your info i'll try to contact him
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yeah i'am not good too in c++ programming
but we need to try .... coz why not...life is unfair..:D
but if we like try our best..:D
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programming is good ...life is good
Offline acidbrain  
#10 Posted : Saturday, April 8, 2017 4:18:47 AM(UTC)
acidbrain
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Joined: 12/30/2011(UTC)
Posts: 982

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I think you have to inject a .dll at runtime...
Here is some info about injecting a .dll at runtime.
First you have to figure out what the entry point of generals.exe is with a hex editor.

Here is cpp code for ZH hex entry as an example:
Code:

#define ZH_ENTRY 0x008E0778

Learn to program in C++ first before you try to write and inject a dll, walk before you run...

Greetz
Panem et kirkinses
Offline elliesy  
#11 Posted : Saturday, April 8, 2017 7:14:53 AM(UTC)
elliesy
Major
Joined: 2/26/2016(UTC)
Posts: 222
Philippines
Location: Manila

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wait why we need a Hex editor .... i use it but i cannot understand
what is written.....in the generals1.exe.... only a last part of the program
..
is english ... all is hex .. no entry point
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.
i tried to see also a d3d8.dll a gentool .. same result i cann't understand
..

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:D Happy modding " Curiosity is the best of life try to reinvent i know is HARD but it is very challenging" hhehehhe

Edited by user Saturday, April 8, 2017 7:17:47 AM(UTC)  | Reason: Not specified

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