where is the problem !!!? hi all ,
i have model in 3dmax and this model include materials (pictures is 2d) and i'm convert this file to .x , and i trying to load this model (load mesh) in visual c# using direct x and i'm failing
i don't know where is the problem
how can i load or import this model with this materials in the visual c# using direct x program
please i hope to help me because this program is my final project in my university , and i don't have time
i'm very searching about it but nothing
please i need code to help me
quickly please anyone help me
see you later ... Tag: Game Technologies: General DirectX10 SDK? Game Technologies: DirectX, XNA, XACT, etc.
Spacewar .fbx models. So far my complaint with their models isn't the complexity but the sheer size of them. For my game I had to write a custom processor that scaled them down by .01 to even start to get the size I would need. I guess, though, for SpaceWars, the large models were fine and allowed high detail, so it does make some sense for them. Tag: Game Technologies: General DirectX10 SDK? Game Technologies: DirectX, XNA, XACT, etc.
XNA and Vista -> Project Templates Hi! I have a question regarding the XNA Framework and Windows Vista... I managed to install XNA on Vista, but he didn't copy any Project Templates to VC#, so i have no starting point for making games.. My question is, is there a place where i can download the templates or could someone send me the standard windows template, or could someone make a short tutorial on what i should add to an empty project, and what files I need Thanks, Tag: Game Technologies: General DirectX10 SDK? Game Technologies: DirectX, XNA, XACT, etc.
Im new to XNA I bought the creative club membership off xbox 360 and downloaded everything on my pc. But Im having ahard time creating even the simple things. So I decided to keep my membership and keep renenwing it until I learn how to make a game and most importantly to play other games. Is there anyone out there making a First person shooter My goal is to make one battlefield 2 modern combat style with xbox graphics but I know I have to start very small before I can achieve that. Tag: Game Technologies: General DirectX10 SDK? Game Technologies: DirectX, XNA, XACT, etc.
Could C# be the future of gaming? Hi Jeff,
As some one who is a partner in a company (and lead developer) that produces enterprise high performance security applications, many of them in C#, I think you will be very surprised what you can do with C#. I develop in C++, C++/CLI (.net C++) and C#. C# is my favorite by far. While it certainly takes a lot of care and research to get the "barn burning" speed you can truly get out of C#. Once you know what to avoid and how to write performance critical apps in C#, you will only go back when you have to... Enjoy learning C#, and be sure to grab the "CLR in C#" books by MS press. It will "show you the light" as far as the inner workings of the CLR and how to make your managed code nearly as fast (and in some cases faster) then it's unmanaged counter parts. It certainly helped my apps go from pretty fast to very fast... You already mentioned the "time to market" benefits of the .Net platform so I will simply agree with you and leave it at that.
God Bless, Tag: Game Technologies: General DirectX10 SDK? Game Technologies: DirectX, XNA, XACT, etc.
Identiying which object types collide You can use the "is" keyword to determine whether an object is a particular class. So in your OnCollide method, you would have:
if (offender is Player)
{
// handle player collision
}
else if (offender is Ball)
{
// handle ball collision
} Tag: Game Technologies: General DirectX10 SDK? Game Technologies: DirectX, XNA, XACT, etc.
Anyone else find projects from BETA are 'incompatable or corrupt' in RELEASE 1? I dont' see this mentioned in the FAQs - or in any other post so here goes.
I have a project I started working on in the beta - but the solution won't open in the new XNA studio - it complains of 'incompatable or corrupt'. Is there a change log to tell me what what's changed exactly from the beta to 1.0 (gone ins the component name space , the graphics.device seems different etc..) Or better yet is there a utility anyone has to convert Tag: Game Technologies: General DirectX10 SDK? Game Technologies: DirectX, XNA, XACT, etc.
F14 XNA Game with Full Source I can host, I just need to get it running first, getting an error but I wll try when I get home Tag: Game Technologies: General DirectX10 SDK? Game Technologies: DirectX, XNA, XACT, etc.
Veteran looking for professional-level 360 dev solution Hi -- I'm a veteran, independent developer w/ 25+ yrs experience on mostly non-MS platforms. I'm looking for a professional-level solution (non-XNA) for developing for the XBOX 360. I already have VS2005 (non-express) and am proficient in C#, .NET, et al, but there's nothing in the docs I can find about 360 dev (complete access to the XBOX Live libs, burning DVDs for testing, etc). I've looked all over the MS site and can't find any docs on 360 development that aren't XNA related, which is very frustrating. Is MS hiding this info on purpose, or have I just not stumbled onto the right URL Can someone who is a professional XBOX developer please tell me what's required, or who I need to talk to (I suspect there's a licensing agreement involved), etc Thanks in advance! Fritz Tag: Game Technologies: General DirectX10 SDK? Game Technologies: DirectX, XNA, XACT, etc.
Why I can't input Chinese in the IMEEditBox when running the sample CustomUI? hi, I try to study how to input miltilanguage in Directx 3D, and I try to run the sample program CustomUI in Directx SDK(Microsoft DirectX SDK\Samples\C++\Direct3D\CustomUI), but I found I can't input the Chinese in the CDXUTIMEEditBox, what is the problem Since I am a newer and I am not familiar with the IME message process inside the CDXUTIMEEditBox object ,plz help me how to solve this problem,i.e., input the Chinese and show the words on the 3D Thank you so much! Tag: Game Technologies: General DirectX10 SDK? Game Technologies: DirectX, XNA, XACT, etc.
Xbox 360 Official Dev Kit vs. "the XNA thing" I guess what I was asking was more detailed information on what "remote debugging" means on this platform. Will it have, watch windows, breakpoints, stepping thru code, etc If it does than i'm uber excited for this. :) Tag: Game Technologies: General DirectX10 SDK? Game Technologies: DirectX, XNA, XACT, etc.
please take new forum posts over to http://creators.xna.com Well that's good to know, although it seems odd to force Windows developers to get an X-Box gamer tag.
Still I hope those that recognize the value of the other features of the MSDN forums that I mentioned will reply on this thread and voice their desire to see those features added. Tag: Game Technologies: General DirectX10 SDK? Game Technologies: DirectX, XNA, XACT, etc.
XNACommunityArcade - Need game info / links... Michael Hansen wrote:
i think there allso gonna be an update to your xbox360 to corect all the bugs in the xna framework
rember you got the xna into your xbox on the fall update and you where programming in xna beta 1 at that time
Uhh, we weren't doing Xbox games with the betas. Tag: Game Technologies: General DirectX10 SDK? Game Technologies: DirectX, XNA, XACT, etc.
More than one window How would you open another game window and close your current one Like, from going from a room called StartMenu to Field1 or something Tag: Game Technologies: General DirectX10 SDK? Game Technologies: DirectX, XNA, XACT, etc.
Creator's Club Info For those that haven't checked out the XNA home page lately, I found this tidbit about the Creator's Club :
"Both subscriptions provide aspiring game developers with access to thousands of game assets from Microsoft and key partners such as Turbo Squid Inc., as well as white papers, specialized starter kits, samples and technical product support to help turn Your World, Your Game into a reality. Stay tuned here for more details about special offers for XNA Creators Club members!"
You'd better believed I've bookmarked that page! Tag: Game Technologies: General DirectX10 SDK? Game Technologies: DirectX, XNA, XACT, etc.
How to convert Right coordinate matrix to Left hand coordinate matrix hi~ I want to change left hand to right hand coordinate system Y Z | / | / |/ ---->X above is the left hand coordinate Y up I used, I setup the coordinate change matrix related to rightt hand coordinate Z up Z Y | / | / |/ ----->X 1 0 0 0 0 1 0 1 0
//the coordinate change matrix
D3DXMATRIX mat = D3DXMATRIX(1,0,0,0,0,0,1,0,0,1,0,1) ;
//the right hand matrix from Max exporter
D3DXMATRIX pos = actor->getWorldMatrix();
//get the correct position pos = mat*pos;
//get the orient matrix33 from mat
Matrix33 orient = GetOrientFromMatrix44(mat );
set inverse to orient, and apply orient to the pos
such as step I can get the correct position,
but the orient wont correct respond.....
have any idea for this
my math is too bad, so sorry for this...
thanks any advice to teach me to math way Tag: Game Technologies: General DirectX10 SDK? Game Technologies: DirectX, XNA, XACT, etc.
Using multiple passes in same technique Ultrahead wrote: ... Passes within a technique are not really intended to be used individually ...
Well, unless you need to improve performance and thus, decide to
avoid changing techniques -and consider a pass as a "different
technique"- to gain some speed ...
I very much doubt you'll see any perf gain from doing something like that.
The reason changing effect technique costs is because this has to alter
lots of renderstates on the graphics device. There is no difference in
how much state has to change when you switch between two techniques,
compared to two passes that change the same amount of state, so there
isn't any huge performance difference between one and the other.
The effect system is designed to use techniques to represent different
ways of rendering an object, and passes to represent multiple draw
calls that are needed to display a single object. I would very much
recommend using it like this: trying to force passes to do what
techniques were designed for is just going to cause hassle and not gain
you anything useful. Tag: Game Technologies: General DirectX10 SDK? Game Technologies: DirectX, XNA, XACT, etc.
Question about 'EffectParameter' class Generics could be used, certainly, but they'd be significantly slower than the way it currently works. Tag: Game Technologies: General DirectX10 SDK? Game Technologies: DirectX, XNA, XACT, etc.
Refreshing the graphics Ok, I'll try to explain what I want to do in another way, because I have been asking this for one week, and nobody seems to understand. I'm making my very own RPG. As you know, this type of game spawns objects (like monsters, items, whatever) during the game. Lets just say I want to spawn a monster in the middle of the game (when the game has already been ran), how can I do that Tag: Game Technologies: General DirectX10 SDK? Game Technologies: DirectX, XNA, XACT, etc.
Voiding xBox 360 warrenty Ok, I just wanted to make sure. No I'm not taking out the hard drive, I'm wanting to use the XNA Game Launcher that will be installed onto the 360, and I wasn't sure if the xna framework was installed onto the hard drive or not.
It doesn't make since to void the warrenty when it's a Microsoft product, promoted by Microsoft to be used on the 360.
Thanks for the info! Tag: Game Technologies: General DirectX10 SDK? Game Technologies: DirectX, XNA, XACT, etc.
Rendering models and primitives I'm trying to wrap my head around the use of effects and their use in rendering models and primitives. The sample code to render a model "m" looks like the following:
foreach (ModelMesh mesh in m.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.View = view; effect.Projection = projection; effect.World = MyWorldRotation * mesh.ParentBone.Transform * Matrix.CreateTranslation(Position); } mesh.Draw(); }
While the sample code to render a primitive looks like this:
basicEffect.Begin(); foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Begin(); graphics.GraphicsDevice.Vertices[0].SetSource(vertexBuffer, 0, VertexPositionNormalTexture.SizeInBytes); graphics.GraphicsDevice.DrawPrimitives( PrimitiveType.TriangleList, 0, 12 ); pass.End(); } basicEffect.End();
A couple of questions:
Does the call to "mesh.Draw" in the first example contain an EffectPass loop like the one shown for rendering a primitive
When a model is loaded, is it normally associated with a BasicEffect effect (it would appear so from the sample) Are they separate instances of the BasicEffect class Would/should you share the same effect instance among more than one model so that effect properties only have to be set once
If you're rendering both primitives and models, is there a way to render the models as part of the EffectPass loop used by the primitives Or would you render them separately
Thank you! Tag: Game Technologies: General DirectX10 SDK? Game Technologies: DirectX, XNA, XACT, etc.
Reading Pause/Break Key? There's probably an easy answer to this, but I couldnt find anywhere how to read the state of the pause/break key! Looking at the docs I couldnt see anything like Keys.Pause or Keys.Break or any mention to it... so how can the Pause/break key state can be read Tag: Game Technologies: General DirectX10 SDK? Game Technologies: DirectX, XNA, XACT, etc.
text mixed with 3d Could be the devices cull mode needs restoring Tag: Game Technologies: General DirectX10 SDK? Game Technologies: DirectX, XNA, XACT, etc.
3DS Max export Hello everyone, I have been trying to export models from 3DS max for use in my XNA program. The trouble I keep running into is that the axis keep getting rotated and/or flipped from what's in Max. In order to test this, I have created a model that acts as an axis gizmo, with a cone pointing down the X axis, a Rectangle down the Y and a cylinder down the Z. I have exported the model three different ways: Max's built in .fbx exporter - The X points correctly, but Max's Z is now XNA's Y, and Max's Y is now XNA's -Z (Left-Handed). PandaSoft DirectX Exporter (with Left-Handed coordinates turned ON) - The same as the FBX exporter PandaSoft DirectX Exporter ( with Left-Handed coordinates turned OFF) - The X points correctly, the Y points correctly, but the Z has been flipped (Max's Z == XNA's -Z). So far the PandaSoft DirectX Exporter with Left-Handed coordinates turned off produces the closest results, with the Z axis flipped. Has anybody else run into this problem What was your solution. I would really like to be able to model something in Max, and have the X,Y, and Z coordinates remain the same after the export. Thanks in advance! Tag: Game Technologies: General DirectX10 SDK? Game Technologies: DirectX, XNA, XACT, etc.
Cursor disappears over window Strange it's set up to use the xbox because I'm using the windows version
of Space Wars. There is also an XBox version. Tag: Game Technologies: General DirectX10 SDK? Game Technologies: DirectX, XNA, XACT, etc.
Could C# be the future of gaming? Hi Jeff,
As some one who is a partner in a company (and lead developer) that produces enterprise high performance security applications, many of them in C#, I think you will be very surprised what you can do with C#. I develop in C++, C++/CLI (.net C++) and C#. C# is my favorite by far. While it certainly takes a lot of care and research to get the "barn burning" speed you can truly get out of C#. Once you know what to avoid and how to write performance critical apps in C#, you will only go back when you have to... Enjoy learning C#, and be sure to grab the "CLR in C#" books by MS press. It will "show you the light" as far as the inner workings of the CLR and how to make your managed code nearly as fast (and in some cases faster) then it's unmanaged counter parts. It certainly helped my apps go from pretty fast to very fast... You already mentioned the "time to market" benefits of the .Net platform so I will simply agree with you and leave it at that.
God Bless, Tag: Game Technologies: General DirectX10 SDK? Game Technologies: DirectX, XNA, XACT, etc.
How to save several x files to one x file hello everyone, I'm a newbie here. I want to open several X files with DirectX 9.0(C#), and save them to one X file. I loaded X with Mesh mesh1 = Mesh.FromFile(strXPath1, MeshFlags.Managed, meshDevice, out mtrl); Mesh mesh2 = Mesh.FromFile(strXPath2, MeshFlags.Managed, meshDevice, out mtrl); ¡¡ and wanted to save with following : Mesh meshSave = new Mesh(iAdjNum,iVerticNum,MeshFlags.Managed, CustomVertex.PositionNormal.Format, frm.device); Mesh meshsave = Mesh.Save(); but I failed , Could someone give some tips. Thanks!!!! Tag: Game Technologies: General DirectX10 SDK? Game Technologies: DirectX, XNA, XACT, etc.
3D Playing Cards ? errolian wrote: If using a model, would 52 different models be required so that each card has it's own texture
No you should just need 52 Card instances that use the same Model or vertex / index buffer, see my post above about the textures, just an idea.
errolian wrote: Can user primitives (i.e. 2 triangles to make a card shape) have different textures on each side What would be the best method for this
if not you could make a flat box Tag: Game Technologies: General DirectX10 SDK? Game Technologies: DirectX, XNA, XACT, etc.
Deploying to 360 If you really want to share an Xbox 360 game without sharing the source, you can do it pretty easily. Just build your game into a DLL instead of an EXE (Game Library project). Then share a project with the source for the program entrypoint (main) that references your compiled assembly.
Basically, the project you have to share is the default Xbox 360 Game project with the Game1.cs file removed. The Game1 class should be defined in a separate DLL, which you can build from an Xbox 360 Game Library project. That way, the code in Program.cs will instantiate and invoke your game, which is implemented in another assembly.
You can develop the game using a multi-project solution and a project-to-project reference. But when it comes time to share it, just create a new Xbox 360 Game project and reference the already-compiled Game Library that holds all your game logic. Share that project (which is just a stub and contains no game logic), your compiled game assembly, and all the compiled assets.
This way, anyone with XNA Game Studio Express can use your shared project to build and deploy your game, without actually having the source for your game.
Although many people will encourage you to share your source as well, there are ways to show off your games and your creativity without giving everything away if you really, really don't want to.
Simpler methods are on the way. Just be patient.
--Stephen Tag: Game Technologies: General DirectX10 SDK? Game Technologies: DirectX, XNA, XACT, etc.
Trouble with XNA Game Launcher And never mind...evidently it was a maintenance issue because it is working now.
Thanks, and you can delete this entire thread if you would like.
Daniel Gary Tag: Game Technologies: General DirectX10 SDK? Game Technologies: DirectX, XNA, XACT, etc.
Using ContentManager without Xna.FrameWork.Game Ok, now I have implemented my own GraphicsDeviceService that I add to the GameServiceContainer but I still get "File not found". Tag: Game Technologies: General DirectX10 SDK? Game Technologies: DirectX, XNA, XACT, etc.
Video/Animation Playback I'd certainly be interested. What format do you use for loading the animations Is it proprietary or a regular format like mpeg, or wmv Cheers
Neil Tag: Game Technologies: General DirectX10 SDK? Game Technologies: DirectX, XNA, XACT, etc.
Devilepor247
Is the DirectX SDK August 2007 the DirectX10 SDK It doesnt say so im wondering.