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Still seeing people struggle with internal chams in CS2, specifically when messing with the SceneObject descriptors. Someone dropped this logic recently claiming it's glitching out or completely failing to apply the VMAT overrides. If you are hooking DrawObject and your chams look like a flickering mess or don't show up at all, you're likely hitting a wall with how the game handles mesh primitives or KV3 encoding.
The source uses a standard material swap within the DrawObject detour, trying to force csgo_unlitgeneric.vfx onto the player pawns.
Technical Breakdown
The Problem Area
The logic here follows the Andromeda-style base. If it's glitching, check your nDataCount handling. The loop caps at 32 primitives, which might be insufficient for certain models or cause state mismatches if the primitive count exceeds your local buffer.
Also, verify your patterns for CreateMaterial. Valve has been tweaking the material system headers. If your KV3ID is junk or the KeyValues3 structure is misaligned, CreateMaterial will return a null pointer or trash the heap.
Safety & Detection Notes
Internal chams are always high-visibility for VAC Live / Trust Factor if you aren't careful with your hooks. While DrawObject isn't as heavily policed as some engine-side VMTs, manual code modification in the .text section will get you flagged. Use a clean trampoline or a hardware-level hook if you're serious about account longevity.
Anyone else had to fix the primitive array count for certain player skins in the latest update?
The source uses a standard material swap within the DrawObject detour, trying to force csgo_unlitgeneric.vfx onto the player pawns.
Technical Breakdown
- Material Creation: The logic uses
with raw KV3 strings.Code:
CMaterialSystem2::CreateMaterial - Hooking: It detours Hook_DrawObject to intercept the rendering of animatable scene objects.
- State Swapping: It attempts to save original materials, apply the cham material, call the original function, and then restore the state to prevent global material corruption.
Code:
static const char s_vmat_flat_vis[] = R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d}
format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
shader = \"csgo_unlitgeneric.vfx\"
g_tColor = resource:\"materials/dev/primary_white_color_tga_21186c76.vtex\"
g_tNormal = resource:\"materials/default/default_normal_tga_7652cb.vtex\"
g_tRoughness = resource:\"materials/default/default_normal_tga_b3f4ec4c.vtex\"
g_tAmbientOcclusion = resource:\"materials/default/default_normal_tga_b3f4ec4c.vtex\"
g_tMetalness = resource:\"materials/default/default_normal_tga_b3f4ec4c.vtex\"
F_RENDER_BACKFACES = 1
F_DISABLE_Z_BUFFERING = 0
F_PAINT_VERTEX_COLORS = 1
F_TRANSLUCENT = 1
F_BLEND_MODE = 1
g_vColorTint = [1.0, 1.0, 1.0, 1.0]
})";
The Problem Area
The logic here follows the Andromeda-style base. If it's glitching, check your nDataCount handling. The loop caps at 32 primitives, which might be insufficient for certain models or cause state mismatches if the primitive count exceeds your local buffer.
Code:
auto* pPrims = reinterpret_cast<CMeshPrimitive_t*>( pMaterialData );
int swapN = ( nDataCount < 32 ) ? nDataCount : 32;
// Swapping logic here...
Also, verify your patterns for CreateMaterial. Valve has been tweaking the material system headers. If your KV3ID is junk or the KeyValues3 structure is misaligned, CreateMaterial will return a null pointer or trash the heap.
Safety & Detection Notes
Internal chams are always high-visibility for VAC Live / Trust Factor if you aren't careful with your hooks. While DrawObject isn't as heavily policed as some engine-side VMTs, manual code modification in the .text section will get you flagged. Use a clean trampoline or a hardware-level hook if you're serious about account longevity.
Anyone else had to fix the primitive array count for certain player skins in the latest update?