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Boys, need a hand with RedM external ESP. Currently hitting a wall with the ViewMatrix.
I have the basic external setup running, but my world-to-screen projection is totally borked. The boxes and bones are rendering way off-target, which usually points to a bad ViewMatrix offset or incorrect struct calculation.
I am currently using IDA to trace the pointer, but RedM's memory layout is being a pain to navigate. Has anyone successfully dumped the current ViewMatrix address or reversed the specific function that calculates the projection matrix?
Tech-wise:
If anyone has a recent dump or a pointer hint for the latest build, I would appreciate the help. Don't want to burn time reversing the wrong module if someone has already mapped it out.
Drop your findings below.
I have the basic external setup running, but my world-to-screen projection is totally borked. The boxes and bones are rendering way off-target, which usually points to a bad ViewMatrix offset or incorrect struct calculation.
I am currently using IDA to trace the pointer, but RedM's memory layout is being a pain to navigate. Has anyone successfully dumped the current ViewMatrix address or reversed the specific function that calculates the projection matrix?
Tech-wise:
- Are you guys pulling it directly from the local player camera struct?
- Is the rotation/view angle being transformed correctly in your world-to-screen function?
- Using
for RPM or something else?Code:
ctypes
If anyone has a recent dump or a pointer hint for the latest build, I would appreciate the help. Don't want to burn time reversing the wrong module if someone has already mapped it out.
Is anyone else seeing significant variation in the camera view struct between game updates, or is it stable once you find the base pointer?
Drop your findings below.