Answer Questions
hazz How to import a 3d Model in XNA framework?
Can anyone explain me howto import a 3d model in an XNA project In which format I have to export my model from 3ds max 7 Your welcome. Thanks X-Tactic for te converter...i'll try it... I created a .X to .SWM converter. x2swm - http://astaroth.beatbuggy.net:8080/Downloads/x2swm.zip It's not properly tested, so let me know if it works ok. I used your converter X-Tactic and it works great! The SWM is fairly simple. Here's how its structured: http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=685166&SiteID=1 Don't worry, its perfectly safe :) That's the trouble tho', I do worry and downloading .exe files posted on forums is beyond the level of risk that I'm willing to take with a ...Show All
AFTAB End users shouldn't have to rewrite XNA math functions in order to improve performance.
The overhead of passing a 64 byte Matrix by value is significant. Most especially when you are comparing two matrices for equivalency (==), or performing a Vector*Matrix multiplication (Vector3.Transform(Matrix)). The following matrix comparison function performs 5-10 times better than your built in == comparison. If the matrices are equal, then it is about 5 times faster. If they are unequal then it fails fast, and is about 10 times faster. public static bool Equals(ref Matrix a, ref Matrix b) { // i check the diagonal first for quick fails return a.M11 == b.M11 && a.M22 == b.M22 && a.M33 == b.M33 && a.M44 == b.M44 && a.M12 == b.M12 && a.M13 == b.M13 && a.M1 ...Show All
Nick Hart playing audio file with a foot pedal in vb.net
I've done a lot of seac hin g and grinding snippets of code to try to use my foot pedal. Here's where I am at: I am able to see my device of concern and two others with this line myList = Manager.GetDevices(DeviceType.Device, EnumDevicesFlags.AttachedOnly USB to PS2 Adaptor v1.12 USB to PS2 Adaptor v1.12 USB Footpedal Here's my problem....I can see it, how do I read it's 3 pedal switches on/off states When I look at the deviceinstance properties, I see - odi {Microsoft.DirectX.DirectInput.DeviceInstance} Microsoft.DirectX.DirectInput.DeviceInstance DeviceSubType 0 Integer DeviceType Device {17} Microsoft.DirectX.DirectInput.DeviceType - ForceFeedbackDriver {System.Guid} System.Guid Empty Nothing System.Gu ...Show All
Handschuh 2D Game - 3D Perspective
I have a game working in 2D. Is it possible to add a camera to the screen and move it up and away to create a 3d perspective but still have the game work in 2D. I am not sure changing the camera angle will give you your desired results, especially if you want any form of "fake" depth on your gaming area. You might want to look at some of the tutorials on isometric game designs. The game I am working on is Isometiric. That's why I am bringing this up. Ego The code also does not work in XNA studio. a tutorial on how to move a camera around would be handy For the love of all things holy. Would it be possible for you to put a few more fields into a ...Show All
glcjr Release of XNA Game Studio Express
Could we have more information about the releashe time In witch time zone I will wait until midnight GMT -5. Should a go sleep before and wait until tomorow We'll be sending a email to everyone who signed up at the connect website as soon as it goes live. It will be sometime tomorrow (hopefully morning) I know everyone's really excited and we want to get it out to you. We are in the Pacific Time Zone here. Jim Perry wrote: If you're really dedicated you'll stay up until you have it downloaded, installed, and made a game. If only some of us were that good at game programming. personally I put off learning DX9 for the last couple of weeks, I am just learning, for XNA and have just be ...Show All
kubmg Why my Device is slow than SDK
Hi everybody, I want to build a simple directx form (window), but its so slow. I have some examples from "Direct3D sample from DirectX 9.0 SDK April 2006". They are super fast and i dont want to use "DXUT Units" (I want to create my own window and stufs). Here is my code (in Delphi): ////////////////////////////////// var D3D: IDirect3D9 = nil; D3DDevice: IDirect3DDevice9 = nil; function InitD3D(hWnd: HWND): HRESULT; var d3dpp: TD3DPresentParameters; begin Result:=E_FAIL; D3D := Direct3DCreate9(D3D_SDK_VERSION); if (D3D = nil) then Exit; FillChar(d3dpp, SizeOf(d3dpp), 0); d3dpp.Windowed := True; d3dpp.SwapEffect := D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat := D3DFMT_UNKNOWN; d3dpp.EnableAutoDepthStencil ...Show All
KonRi SetChannelVolume
I read in another post here that SetChannelVolume is not supported on Windows. Is this still the case with June SDK The method always returns S_OK. I did find the SetMatrixCoefficients method and was able to use that. Thanks for your reply. Sorry - we'll be sure to document this issue and make the API return an error. You might want to look into the IXACTCue::SetMatrixCoefficients call instead - perhaps it will do what you need. Dugan Porter - Game Audio Team - Microsoft This posting is provided "as is" with no warranties, and confers no rights Ok, so I've determined that SetChannelVolume indeed is still not supported on Windows. It would be ...Show All
GroZZleR Looking for tutorial writers...
If anyone out there is interested in writing some tutorials on XNA and having them posted somewhere please contact us! Any level of skill is fine... there are probably lots of people out there who are just getting started with XNA and game development in general and we would love to get as many tutorials together as we can for the community. If you are interested in putting one together and don't really have a great place to host it drop us a line at contact@xnaresources.com ! All we need from you is the raw tutorial itself with a few screenshots... we will run through the tutorial and post on our site at http://www.xnaresources.com As long as we are advertising I can’t pass up the chance, www.LearnXNA.com is always looking ...Show All
Taore Depth buffer problems
Ok, this is beginning to frustrate me a little - try as I might to get depth buffering turned on, I can't. Does anyone know if the fx file used by BasicEffect turns depth buffering off So far I have tried adding the following before calling ModelMesh.Draw() (using a BasicEffect for shading): GraphicsDevice.RenderState.DepthBufferEnable = true ; GraphicsDevice.RenderState.DepthBufferFunction = CompareFunction . LessEqual ; GraphicsDevice.RenderState.DepthBufferWriteEnable = true ; I have also tried adding: void graphicsDeviceManager_PreparingDeviceSettings( object sender, PreparingDeviceSettingsEventArgs e) { e.GraphicsDeviceInformation.PresentationParameters.AutoDepthStencilFormat = DepthF ...Show All
pavel989 3D VERY slow on the XBOX
Im having a hard problem getting good FPS rates on the XBOX, everything turns around and gets alot slower. Does anyone have a solution, or reason for this Maybe it's garbage collection that makes it stutter. Try adding a call to System.GC.Collect(0) (or Collect(1)) at the end of the call to Update(), and see if the stuttering quality goes away. It may make it slower, but more consistent. Also, you're calling InputManager.Start() each time within Update(). What does the Start() function actually do each step Also, the "Start()" in update but "End()" in drawing looks suspicious, because they will not be matched (i e, either one could be called more often than the other). The next thing ...Show All
Mick . My shadow maps work on Windows, not Xbox 360
I'm having some problems getting my shadow maps to work on the Xbox 360, but they work great under Windows. There seems to be some weird SetRenderTarget and ResolveRenderTarget behaviors I don't really understand on the Xbox 360. I’ve got too much code to post here, so some pseudocode is at the bottom. I realize it may be hard to help without seeing the actual code, so if more information is needed, I’d be happy to provide it. Any advice on what I might be doing wrong is greatly appreciated. Thanks! clear render target to ambient light color for each light { set render target to light's depth map clear render target draw scene depth from light's perspective resolve render target } for each light { set render targe ...Show All
banababa Compile in Release
I am in a huge rush right now. Between VS2003 and VS2005 they moved where you choose whether you compile in Debug or Release mode. Where is it now I have manually added the drop-down box to the tool bar, but it's grayed out. This is extremely frustrating and critical to testing DirectX stuff. What I always do to compile the debug or release versions (I'm using Visual C# 2005 Express Edition,) is to select Start with Debugging or Start without Debugging from the Debug menu. Start without Debugging compiles and starts the Release version, but perhaps there's a better way of doing this that I don't know about. I never saw it doing this. I don't use VC# Express Edi ...Show All
Dhaval-Patel Microsoft.DirectX and Microsoft.Direct3D NOT LISTED IN REFERENCES LIST!
In Coding4Fun in MSDN WebSite, it says to add references: Microsoft.DirectX Microsoft.Direct3D But, I don't have any DirectX in my .NET References list! Can someone help me Why aren't they there I've found them! They were in WINDOWS\Microsoft .NET\Managed DirectX\ ...Show All
pdq2 Multiplayer & C# XNA
Hi, I've downloaded and installed the XNA Game Studio Express (beta) and then gone through the tutorials. All is working great and I have a couple of simple stand alone 2D games working. I would now like to try and make a simple 2D or 3D XNA game with multiplayer capability in mind. Now I have searched through the forum and FAQs and found that multiplayer is not CURRENTLY available for the Xbox. This is fine as I'm new to all this and I’d like to develop my first multiplayer game as more of a learning experience than anything else so am happy to just start on Windows XP. For multiplayer on Windows XP one of your posts suggests using System.net but doesn’t go into any other detail or point to a site ...Show All
NeptuneTech Invert screen
Is there a reasonably easy way to invert (make a negative of) the whole screen TIA, David. I haven't tried this but...it's worth a shot. Draw a fullscreen quad or sprite (contents do not matter), with RenderState.SourceBlend = Blend.InvDestColor, and RenderState.DestinationBlend = Blend.Zero. See http://blogs.msdn.com/shawnhar/archive/2007/01/02/spritebatch-and-custom-blend-modes.aspx for more info on setting blend modes. -Mike That will work, but you'll have to make the source sprite white to get correct results. The standard blending equation is SourceColor * SourceBlend + DestinationColor * DestinationBlend. With SourceBlend = InverseDestinationColor and Destina ...Show All
