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- Problem with fbx models
by Darkhack
- 5 Replies
- Last post
by Darkhack
- Hi! I am a newbie in xna, and I have the following problem: I've downloaded and installed the xna game studio express and the framework. I then tried to build the SpaceWar starter kit and I got the following error: Error code: -1 encounted when initializing FBX file loader. The file is either corrupted or it is not a valid FBX file. The file was of course the one that came packed with the game st
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- Prebuilt Content... How?
by cronholio
- 4 Replies
- Last post
by Joel Martinez
- I'm working on a standalone content processor, but I realized I had no idea how to load prebuilt XNBs into a project. I'm not talking about dynamicly loading content at runtime here. I just want to include a preprocessed XNB in the project. Try as I might, nothing I seem to do works. I tired adding an XNB to the project, telling it to take no action, just copy. I tried copying it to the content fo
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- Any plans to support WAVE_FORMAT_EXTENSIBLE in Managed Direct Sound?
by Kinetik
- 0 Replies
- Last post
by Kinetik
- I once read that Managed DirectX (MDX) does not support the WAVE_FORMAT_EXTENSIBLE format that would allow us to use more than 2 audio channels in .Net. I require the use of 4 audio channels. Is there any plans to support this in the future or is there a work-around
Thanks,
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- Could C# be the future of gaming?
by QuantumMischief
- 14 Replies
- Last post
by DEBRO
- Since XNA is using C#, and is is a more intuitive language than C++, is it possible that in the future that C# will dominate, espessially in AAA titles. Could XNA be ushering a new way of programming in the main stream
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- DirectX8 and Vista Compatibility
by HighTower
- 14 Replies
- Last post
by David Weller - MSFT
- (split from http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=1221168 to make a new question)
It is interesting that you say that because I am testing a VB6 app that was working fine on XP and below but now fails on Vista when it tries to create a DirectX8 object, specifically
Set oDX = new DirectX8
throws Error 429, ActiveX failed to create component.
Running in XP SP2
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- how to build a 2D map
by GMS0012
- 3 Replies
- Last post
by flypp3r
- hello all.
i am working on a 2D tank game.
I just want to ask how to build the map for the game.
Is it better to build a tile map or should I load a big texture (*.jpg) file
what do you think
thanks
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- Alpha Channel Problem?
by brian_tsim
- 1 Replies
- Last post
by Inaki Ayucar
- Hi all,
I tried to create smoke effect in my game. But some alpha channel has some. Below is my problem screen-dump and coding.My problem is left red circle area can display alpha, but right circle area can't display. Hope somebody help.
http://hk.geocities.com/brian_tsim/error.PNG
//==============================
renderer.Device.RenderState.TextureFactor = Color.Fr
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- 3Ds Max Texture Error
by Halaway
- 4 Replies
- Last post
by Halaway
- I'm having trouble getting textures to work in XNA with models that I've created myself.
I went through the Space Tutorial and have no problems loading the provided models, or any other models i find elsewhere.
However, when I try to use a model that I created and textured myself (in 3ds max, tried with Panda exported .X files, kW X-ported .X files, and .FBX files) I get a weird error.
I
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- How can I draw a flat Sprite in 3D space using transparency/alpha layers?
by n8dogg
- 9 Replies
- Last post
by n8dogg
- Hello XNA community, I am currently working on a level editor that renders in 3D for a 2D game (think New Super Mario Bros). I am using DrawIndexedPrimitives with 24 vertices to draw cubes, wedges, and other simple shapes that make up individual tiles in the game. When I use a similar technique to draw a 2D sprite in 3D space (let's say, a PNG file with transparent space in some areas of the file)
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- verts(,)
by georgeaf
- 2 Replies
- Last post
by E.Jordan
- How to make the vertexbuffer.lock array a two dimensional array
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- XNA redistributable 1.0: having trouble distributing
by Grotius
- 4 Replies
- Last post
by Grotius
- I've tried to publish my first XNA game on another PC in my house; that PC has .NET installed. I also downloaded and installed the XNA redistributable 1.0 onto that machine, but when I try to run my game's setup, I'm told that the XNA Framework 1.0.0.0 must be installed in the "Global Assembly Cache (GAC)". Now, this is a game I made in the GSE Beta 2, but the error message relates to XN
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- .X importer for XNA
by 99jonathan
- 12 Replies
- Last post
by 99jonathan
- http://www.myjavaserver.com/~jonathanf/stairs.x This .x file displays correctly in the DXviewer as a staircase. However, when loaded into xna it is merely a cube. What gives The staircase was made using XSI Mod Tool and exported using the default .x exporter. ~Jonathan
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- Rotation help
by peekb
- 14 Replies
- Last post
by peekb
- I think I'm being dense today, but I can't figure this out for the life of me. I have a model that I want to rotate across the X and Y axis. My issue is that when I rotate across the Y axis, I always want the rotation to occur as if the axis was vertical in terms of world space. If I multiply by my X rotation first, obviously the Y axis moves with it, so rotating about the Y axis will rotate it ab
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- When is LoadGraphicsContent(true) called?
by Flecko1
- 10 Replies
- Last post
by Bill Reiss
- Hi, I'm wondering if LoadGraphicsContent(true) is ever called by XNA (rather than client code) except for when the game is first started. The reason I care is that if I have to reload, for example, a Texture that a few different objects are still using, I have to make sure that they use the new Texture reference rather than their old one, which is now dead. Basically: am I guaranteed that LoadGrap
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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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- Windows Aero changed to Windows Vista Basic
by MaxL
- 3 Replies
- Last post
by The ZMan
- I am using directX bitblt to draw images on screen. When I run it in Vista, it forces the windows to change from Windows Aero to Windows Vista Basic. Why does the Vista do that How do I fix the problem
Thanks
Max
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- Game Levels like Quake?
by jeffmorris
- 7 Replies
- Last post
by jeffmorris
- I found out from another website that there's an add-on (I think) for XNA Game Studio called XNA Magic that is supposed to load game levels made for games like Quake. Should I wait for XNA Magic or similar add-on before trying to create game levels Can I create game levels using XNA Game Studio only and a 3D modeler only Is it possible to create game levels that have two or more texture files
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- kW X-port for 3ds Max 9 (X file exporter with XNA support)
by Jon Watte
- 14 Replies
- Last post
by Jon Watte
- I have made a
preliminary version of the kW X-port plug-in available for Max 9. The
full Max 9 download from Autodesk is almost 3 GB and is still going, so I haven't
been able to test it yet -- it's just re-compiled with their new SDK. I
give it a good 90% chance of working fine, though :-) The
version for Max 8 has been tested, of course, and is still available.
It might work as far back a
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- Look like almost real
by CyberLord_Dan
- 5 Replies
- Last post
by CyberLord_Dan
- How is this effect made: (original here: link ). It looks very real. In games this is how it looks a screenshoot : (u can see that it isn't real). So... how do I make it look this image (render) like the first one. Is an effect or something like this Both were captured durring the cinematics of area 51.
Pls any help!!!
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- will XNA suits for Tools development
by KissPsycho
- 4 Replies
- Last post
by KissPsycho
- hi all, i am new to game Tools development and currently i am in total confusion to select a proper technology for my applications. is it 1.MFC+Directx or 2.MDX+C# or 3.XNA+C# my application is like a 3d mesh viewer/map editor which have multiple view ports i had already tried to built with MFC+Dx but i dont find much resources and its difficult too so if anyone can tell wither XNA would help
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- Important question about Model texture switching
by createdbyx
- 1 Replies
- Last post
by --David--
- So I am curious how the xna framework handles multiple Models each model with multiple meshes and each mesh containing/using different textures. Has the XNA framework been designed to efficiently draw a model and intern a models meshes by efficiently handling texture state changes. I am just curious if XNA does this or weather it just uses the 'brute force' method. for example in the documentation
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- My second render isnt showing
by nick5454
- 3 Replies
- Last post
by nick5454
- Ok so my question now is.
I first draw the main game screen. it works great.
Then I execute the code below to draw a rectangle on top. But, it never shows up. When I take out the render code it draws fine to the screen. So I think I'm only missing one statement to add the the texture to the main screen.
Can anyone spot the problem ( I'm trying to draw rt to the screen )
Thanks,
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- Parameters for content processor
by AndyL
- 8 Replies
- Last post
by thedo
- Is there currently any way of providing parameters to the content pipeline For instance, if I had a huge terrain that I want to convert into blocks within the pipeline, it would be nice to set a parameter for the block size within the IDE's properties panel for the asset, alongside the ContentImporter/ContentProcessor settings.
If not I guess I'm going to have to create an XML file to describe
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- .NET 3.0 WF inside XNA
by Kevin Hoffman
- 5 Replies
- Last post
by Steve Dunn
- Folks, I know this is a forum for game developers and us "enterprise guys" should stay away, but I had a cool idea and I wanted some validation. I've done a truckload of coding with the Windows Workflow Foundation, and recently I've been experimenting with packaging up stacks of XOML-only (portable!) workflows inside System.IO.Packaging.Packages (basically ZIP files, but accessible via Streams and
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- Custom vertex format not working
by aclysma
- 6 Replies
- Last post
by aclysma
- I'm porting a c++ particle system to c#. I'm almost finished, but I'm having trouble with the vertex shader and getting data into it. Even when I fill the array of data with known values (like zeroes and ones) I occasionally get a value in PIX as -170805......manyzeroes.000 (maybe it's the least float number possible ) or -1.#QO. This happens maybe once every 10-12 values but it doesn't *seem* to