Answer Questions
akram badr Reflection - Assembly.Load generates error
I seem to be experiencing some trouble with Reflection, specifically I am trying to load an assembly and call foo.EntryPoint.Invoke on it, but when I call Assembly.Load, I get: System.BadImageFormatException was unhandled Message="Could not load file or assembly '90112 bytes loaded from TestReflection, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. An attempt was made to load a program with an incorrect format." Source="mscorlib" FileName="90112 bytes loaded from TestReflection, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null" FusionLog="" StackTrace: at System.Reflection.Assembly.nLoadImage(Byte[] rawAssembly, Byte[] rawSymbolStore, Evidence evidence, StackCrawlM ...Show All
Maciej Koper will XNA suits for Tools development
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 me to built such kinda application. I wrote a control that you can drag and drop onto a winforms using the WSYWIG designer ... the control creates a Device and initializes itself to let you render onto said form. That way you can have regular winform controls that interact with your XNA Scene. http://codecube.n ...Show All
UA Jeremy Product.cab not found?!?
I tried to install Beta 2 after uninstalling Beta one and I got a lovely message when the installer was trying to copy over new files "Product.cab could not be found"... With the option to Abort, Retry or Ignore... Of course ignore rolled it back... What can be done to fix this I'll try to download the .msi again, but it's going to take me a while... Well, my first suggestion would be to try and run the installer again (although I'm guessing you've already done that) and if the same error comes up, I don't think you have any other option but to download the installer a second time. Just really sounds like the installer was corrupted during download. Hopefully, the second time is the charm and you'll be up and running ...Show All
cynthia sheridan membership? important!!
uhm, when u get a membership for 4 months on xbox , can u still play games when the membership runs out,, cuz if not, this whole thing is a waste and money. and.. when ur creating for the 360, can u preview or liek .. play.. ur games on windows b4 sending it over newb question , but i havent tried XNA yet This has nothing to do with Visual Basic. In fact, part 1 of your question has nothing to do with MSDN. Moving to the XNA Framework Groups The membership allows you to deploy and debug games. Once they're on your 360, you can play them forever AFAIK. Actually, you cannot do anything with XNA Game Launcher on the 360 when your profile does not have an XNA Creators Club membership. Right after yo ...Show All
Sigfuss Differences in 3D model loading routines?
If you call up "XNA Game Studio Documentation" and go to these links: ms-help://MS.VSExpressCC.v80/MS.VSIPCC.v80/MS.XNAFX.1033/XNA/UsingXNA_HowTo_RenderModel.htm ms-help://MS.VSExpressCC.v80/MS.VSIPCC.v80/MS.XNAFX.1033/XNA/Math_HowTo_FirstPersonCamera.htm These example programs have different 3D model loading routines. One routine is called by passing the name of the 3D mesh as a parameter and the other routine is called by passing the name of the texture as a parameter. Is the routine that is called by passing the name of the mesh as a parameter better for 3D meshes with two or more texture files When you .Load<Model>("blah"), you are telling the pipeline to lo ...Show All
thomaskremmel PIX and "An error occured while preparing to debug the shader"
Hi, I am trying to debug my project using shader debugging in PIX ( yes I compiled the HLSL effect file with debugging support ), and getting this error message. Sometimes it can debug, sometimes it cant, I couldn't find what is wrong. VS2003 uses the DXDebuggingService, when I try to debug the project, PIX can stop the service (I can do it by hand also) so the problem is not related to this service. I have tried both the VS2003 and VS2005 compiled projects. No luck Any idea Regards, Ahmet Bilgili Do you have a shader model 2.0 capable graphics card Are you running the debug version of the DirectX runtime Have you enabled shader debugging in the DirectX control panel (found in the DirectX Utilities fold ...Show All
faraaz_malak_c92eb4 Changing aspect ratio stretches screen
I'm sure this is a fairly simple answer but it's been bugging me for a while. Most of the XNA stuff I do at 1024x768 but recently I decided to change this to widescreen, ie 1280x720. The thing is, instead of actually creating a widescreen play area it seems to just stretch the game from 4:3 to 16:9 which is really irritating. Here is a basic example of what I mean... This is 4:3: http://www.dunmanifestin.co.uk/ScreenShot43.jpg This is 16:9: http://www.dunmanifestin.co.uk/ScreenShot169.jpg This is the code I'm using for this simple example: public class Main : Microsoft.Xna.Framework.Game { const int SCREEN_WIDTH = 1024; const int SCREEN_HEIGHT = 576; ... //Aspect ratio to use for the projection matrix float aspectRatio = SCREEN_ ...Show All
JCube Trouble with 2 sets of texcoords in a custom vertex format
I created a custom vertex format with a Postion, Normal, Texcoord0 and Texcoord1. This is used for multitexturing with a blend map. So texcoord0 is used for the texture that gets stretched across the entire tessalated surface. texcoor1 is used to tile the textures across the tessalated surface. The behavior that I'm getting is it only acknowledges one set of texture coordinates. So if i use texcoord0 for the tiled coordinates, then the texture that should be stretched is not. and If I use texcoord0 for the stretched texture, then I don't get any tiling. here's my VertexElement declaration public static readonly VertexElement[] VertexElements = new VertexElement[] { new VertexElement( 0, 0, ...Show All
Cute_Celina Help me on How to fire a sprite to a mouse position from another Sprite
Hi again, this time i need some major help. I'm creating a shooter arcade, and the biggest problem i ran into so far was getting the sprite to fire towards my mouse positioned reticule. Could I please get some information on how to tell the game code that i want the sprite to move towards the mouse x,y from it's fixed positions. Thx for your help. XNA Rockstar's method is much easier than what I suggested. After converting it into C# code I realized that it was designed to only use addition and subtraction to keep it light on the processor, but it turns out to be really complicated. Good job on the Missle Commandeer game. You guys have to understand, I'm not ...Show All
sbuster XNA Build for game artists using Microsoft Team
Hi there, Lets say I want to use XNA Build for my next project (which I do)... I use Microsoft Project to track my art tasks, that's integrated with Microsoft Team tools so that my artists can use Microsoft Internet Explorer to access my Microsoft Sharepoint web pages that access Microsoft SQL Server where my Project tasks live and the art assets are version controlled into Team. Not a problem for my developers who use Microsoft Visual Studio Team Edition for Software Developers. I can load a standalone version of Microsoft Team Explorer on my artist's workstations so they can see/track their tasks, but I want to use XNA Build so that we can keep all their art assets in projects and solutions. Then we can use Team Build to have conti ...Show All
OPH Looking for suggestions on protecting game assets
In my development I typically purchase royalty free content for meshes, music, etc. Although the content is royalty free I am bound by the terms of use to protect the content from re-use by others through reasonable means. In developing C++ based games for Windows I typically encrypt the data on the CD or in the distro and decrypt at load-time. My question here is, do you have any suggestions on how to protect content and still use the content pipeline and the XNA C# based game studio Thanks for the information Shawn. I also echo your sentiment about not being able to be completely secure and that I am not shooting for as the EULA for most purchased content requires you to be "reasonably" secure. As long as the content ...Show All
Leo12 Render target save'n'restore
I've a func that do some work including rendering into rt. So, i need to save old rt at the beginning of my rendering, and then restore it at the end ( when smb call my func, he may have rendering to texture enabled, or just rendering to the backbuffer, and he don't wont to worry about restoring his rt after call of my func ). Is there any way to implement such a behaviour using XNA The PC version of XNA uses the same code path. Basically, you can't get access to the PC-specific multiple render target switching through the XNA API, in order to stay compatible. The codepaths are the same. You don't need a stack. If you want a stack, you can always implement that yourself using a list. In the ...Show All
UPV_Team Animating the bones from an *.FBX Modell
hello there, I’ve created a 3d modell and now i wonder how to animate it... I don’t want to rotatet or translate the whole model, I just want to create an animation by working with the bones...unfortunatly I did’nt find an example file where this is done. also I wonder how a allready present animation( which is created in a 3d modelling programm ) can be started. thanx alot, ScaryJack If you take a look at the documentation that was installed with XNA Game Studio Express, there is an example of how to translate the matrix of the model. Check out the animation components and samples available on the codeplex site: http://www.codeplex.com/animationcomponents hmmm, which of the examples cou ...Show All
JohnGBunch No news about XNA 2?
It has been a long time (feeling instead of real time) since XNA 1 released. I've been waiting for news about the next big thing. But it seems it's rather quite; no early info is out. What will be the next exciting things I can only guess... 1) Maybe it's an XNA Game Studio Professional which works with VS Pro version. But I'd rather like an XNA SDK to work with any IDE. 2) Maybe it's great enhancement to the framework. Many more D3DX stuff come into XNA, lifting XNA to the same level as MDX/native DX in functionality. Hmm...I hope the functionalities are not dropped just because they're not supported on XBox. qrli wrote: 1) Maybe it's an XNA Game Studio Professional which works with VS Pro versio ...Show All
x868 Question: 2D development for both widescreen and standard on 360
If you want a 2D game to run on 360 for both widescreen and standard TV sets, would the easiest solution be to 'center' your game to fit a standard TV and have verticle bars on either side for people using widescreen What resolution should you develop your game in so it doesn't end up being stretched when running on a 360 Thank You. That parameter is the near clipping plane, the problem was to do with the MinFilter and MagFilter being set to None, however I liked it set to none as the text is much clearer for bitmap fonts < 12pt, I now have it set to Linear, which is a little blurry but acceptable for now, its only for my Dev Console so I can live with it for now, Still any ideas are welcome! :) ...Show All
