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- How can I add characters/Character Creation to my game??
by Link9228
- 2 Replies
- Last post
by Jim Perry
- I finished making my background, so how can I make a screen that allows players to Develop Characters (ex. choose the color of their character, what it looks like, etc.)
And, also, how could I Transition them from the character select to the actual game
I have recently started XNA, and dont know how do to do very much of it, so help will be much appreciated! Thanks
o.O
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- Warm Up Contest Is Up
by Daniel Gary
- 14 Replies
- Last post
by XNA Rockstar
- Just letting everyone know that DreamBuildPlay's first warmup contest is live.
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- Shadow Volumes on skined meshes
by Torpedo
- 5 Replies
- Last post
by The ZMan
- Hi, I have a shadow volume generation method that is up and runing nicely. The problem is that for now it is only working with static objects (when I say static, I mean objects that don't change their form, like the legs on a character that is walking). I have a question about generating the shadow volume on a skinned mesh: The mesh vertices are unstrunsformed. Do I have to actualy transform the v
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- XNA Game Launcher On Marketplace!
by teh_programerer
- 3 Replies
- Last post
by Michael Hansen
- I noticed that the XNA Launcher is available from the XBOX Live Marketplace, however, when will the full release of XNA GSE be out
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- HLSL Error X4550 - Maximum boolean register index exceeded
by Snoitkever
- 1 Replies
- Last post
by BLANC Guillaume
- Hi everyone,
I'm writing my own shader for lighting and shadows, but my code is generating an error:
Lighting2.fx : error X4550: maximum boolean register index exceeded - Try reducing number of constant branches Lighting2.fx : (235): ID3DXEffectCompiler::CompileEffect: There was an error compiling expression Lighting2.fx : ID3DXEffectCompiler: Compilation failed
Here is the specific code
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- The first line doesn't make sense
by yoyocyhsieh
- 4 Replies
- Last post
by Spintz
- I want to implement transfoming a plane by a matrix.
I first rotate the plane normal by the inverse transpose of the transformation
matrix, but I found that the value of the new plane normal is not the same by using
D3DXPlaneTransform function...
How is D3DXPlaneTransform function implemented
Thanks.
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- 3d audio using xact
by yln
- 1 Replies
- Last post
by Jami J
- hi i want a sample program how to achieve 3d sound using xact
iam little bit confused with the parameter xact require
i need a c++ program
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- Data passed in vertexdecleration never arrives at vertex shader
by ThomasAG
- 6 Replies
- Last post
by ThomasAG
- I have a custom vertex format with position, normal, texturecoordinate and noise1, noise2, noise3, noise4 which are all a single float.
It worked fine untill I tried passing data in the noise. No mater what i set in my vertices, the vertexshader aparently received uninitialized data. noise1 is always 1 and the others are always 0.
The vertex elements are declared as
vertexElements = new
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- Programs used to make .bmp files and such?
by Link9228
- 11 Replies
- Last post
by Fluxtah
- I was wondering what programs people use to make the .bmp files and other image files for their heightmaps and stuff. Please dont say Adobe Photoshop as one, I have GIMP where that comes in. but any other program names will be very helpful, thanks
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- Need help running this game.
by YellowShadow
- 7 Replies
- Last post
by YellowShadow
- I have just compiled DeadJustice. It is a game using the catmother engine (http://www.sf.net/projects/catmother). From the forums I downloaded the version that supports Visual Studio 2005, once I compile and run it, it gives me an error and says that lightmap.fx is not compatible or something. I am using the version of DirectX before February 2007. Can anyone help me The shader code is below. If y
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- Sprites
by GMS0012
- 4 Replies
- Last post
by Bill Reiss
- Hi all
how can I draw sprites on more than 1 or 2 different layers
is there a possibility like a "z-coordinate" for a 2d sprite - which gives the order of the sprites
I do know the Spritebatch.Begin(SpriteBlendMode.AlphaBlend); - method..
but can i put 3 or 4 sprites above each other
I hope you know what i mean ;)
thx
greg
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- 3rd Series of 3D XNA Tutorials finished: HLSL intro
by riemerg
- 6 Replies
- Last post
by riemerg
- Hi all-
This 3rd series of XNA Tutorials was already online this weekend, I checked once more to make sure all code on the site compiles without errors.
This 3rd series was written to be a introduction to HLSL, starting from zero, and consists of 18 chapters. The first chapter actually shows no code, it only positions HLSL in the big picture. For this series, I've chosen to cr
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- Has anyone thought of making XNA screen savers?
by Ecrofirt
- 12 Replies
- Last post
by Ecrofirt
- Now I know XNA is supposed to be for game development, but its ease of use should also allow for very simple screen saver programming. In only a few hours I've got a completely working version of the Windows Starfield screen saver up and running, and I'm sure other people here could come up with stuff that's a ton more creative than that. What would be hard about turning these into completely work
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- Creators Club Benefits
by ajpharrington
- 14 Replies
- Last post
by waruwaru
- "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."
Am I missing something here Where can I get access to these 'specialized starter kits'
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- drawing order for multiple passes
by riemerg
- 8 Replies
- Last post
by parlance
- I'm porting a MDX project to XNA, and have found a problem. In MDX, when drawing using a multi-pass technique, the scene first is drawn using the first pass, then using the second pass and so on. In XNA, I have the impression that first, the first object is drawn using pass1, pass2, etc. When the first object has been drawn, the second object is drawn.
Summarized: MDX: (foreach pass: draw all o
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- C# Managed DirectX app does not working on other computers
by TruthReveller
- 5 Replies
- Last post
by The ZMan
- I have been getting the following error for the last two days: EventType : clr20r3 P1 : internetvisualization.exe P2 : 1.0.0.0 P3 : 46686fac P4 : internetvisualization P5 : 1.0.0.0 P6 : 46686fac P7 : 13 P8 : 0 P9 : system.io.filenotfoundexception I recently figured out there might be something wrong with my references to the DirectX assemblies, as my app works fine on my machine, but no others
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- Find no XNA Starter Kits
by Gregor Lamche
- 4 Replies
- Last post
by Gregor Lamche
- Hi
I'm new the VC# and to XNA Game Studio Express.
I just installed VC# and XNA, but when I open 'File => New Project' I don't find the XNA Starter Kits.
I still reinstalled XNA but they still don't appear.
I've read in a other topic where I can find them, which I did, but can someone tell me where I have to move them to get them into the 'New Project' thing
M
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- Vista Compatibility
by Dan Lingman
- 14 Replies
- Last post
by Bill Reiss
- Looking for any hints on when a Vista version will be released.
(Note that I'm in the middle of installing the same version as everyone else is right now, but the web site says it won't be out for a bit).
I really don't want to put a third OS on my system just so I can run xna express. (I've already got Vista Ultimate 32 and 64 bit on here - starting to get crowded)
Dan
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- F14 XNA Game with Full Source
by arogan
- 14 Replies
- Last post
by arogan
- Well here it is. I finally got my first game into a releasable state. Screenshot, video, and full source available after the jump. http://aroganworld.blogspot.com/2006/09/f14-xna-game.html I couldn't have done it without the great help from this forum (and all those xna sites). Let me know what you think.
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- Managed Direct3D 10
by ABS123
- 14 Replies
- Last post
by Joel Martinez
- Since XNA only supports DirectX 9.0
Where is Managed Direct3D 10
I hope there will be Managed wrapper for Direct3D 10
thanks
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- DirectInput ConfigureDevices in Windows Vista
by Bergant
- 7 Replies
- Last post
by Bergant
- Hello,
in Windows Vista (RC2) IDirectInput8.ConfigureDevices() simply doesn't work. This function is used to bring up the generic key/joystick mapping UI introduced by DX8. The return value is "the device is not registered with directinput".
We use it in one of our titles because it does the job really well and writing our own mapper looks really unnecesarry. We've also tried Direc
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- XBOX360 DirectX Graphics Caps?
by LiquidAsh
- 10 Replies
- Last post
by Catalin Zima
- Can someone post, or let me know where I can find a listing of the XBOX360's Graphics Capabilities: like those displayed under "Graphics Adapters" in the DirectX Caps Viewer on Windows
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- Compatibility with the ageia physx card
by Alan Phipps
- 3 Replies
- Last post
by Alan Phipps
- Hi,
does anyone know if XNA GSE is or will be compatible with the Ageia PhysX card from
http://www.ageia.com/physx/
thanks
Alan
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- Re-focusing XNA game window
by SouLDragooN
- 9 Replies
- Last post
by Kyle_W
- I am sure this is easy, but I am new to C# and having a hard time
re-focusing the XNA window to the front after my splash screen is done.... when the splash screen goes I
need someway to call something similar to this.focus....Help please =)..
Thanks.....
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- Alpha Blending (deferred)?
by Nick Darnell
- 14 Replies
- Last post
by Shawn Hargreaves - MSFT
- Is there a way using the sprite batch object that you can render several rectangles, but when alpha blended, it looks like the entire object was rendered first as a single opaque image, and then that image was alpha blended, such that you would never have known it was several smaller pieces assembling the final object Instead of normally seeing each rectangle blended as it overlays another rectan