Answer Questions
jerjer DirectX Texture Tool (PLEASE NEED HELP)
When im trying to lunch this utilitie in directx 9.0 sdk , it says Unable to create Direct3d Device . Please make sure your desktop color depth is 16 or 32 bit. my desktop color is at 32 bit and it still dont work , I really need some help . DxTex requires the "ref" software device to be installed. Did you install the full DXSDK Make sure you have a "d3dref9.dll" in your windows\system32 folder. -Mike manders wrote: DxTex requires the "ref" software device to be installed. Did you install the full DXSDK Make sure you have a "d3dref9.dll" in your windows\system32 folder. -Mike Thank you so much m ...Show All
mr4100 Draw a sprite with an aplha map
Is it possible to draw sprite using another sprite as an alpha map As far as I've read the only way I can do this is by first using the DirectX Texture Tool to create a DDS file. Is it wise to be talking about sprites in XNA when it's really a Texture2D How do I access more blending options for the source and destination This is very useful thank you but it doesn't answer my question of how can I use an alpha map without resorting to the DirectX Texture Tool. By giving the colour parameter in the Draw method of the SpriteBatch a transparency value, you're setting the entire sprite to be rendered at that level; you don't get a gradient. Actually, I wouldn't need another sprite but I would like to specify an alpha map when I ...Show All
Lawless Tile Engine Tutorial - Part 2
We just posted part 2 of our Tile Engine Tutorial over at www.xnaresources.com ! This tutorial covers the following: - Updating the tile set handling to use a tile sets with transitions, etc.. - Adding smooth scrolling to the map engine - Adding a game screen overlay Here is a screenshot of the finished product: http://www.xnaresources.com/images/TileTutorial2.jpg Pop over and run through the tutorial: http://www.xnaresources.com Sorry about the missing download link. I added it to the page at the bottom, after the final screenshot. I'll be working on Part 3 today and tomorrow. Just finished going through the tutorial. Pretty useful! I'm learning quite a lot here. ...Show All
JohnGray Data passed in vertexdecleration never arrives at vertex shader
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 VertexElement []{ new VertexElement (0,0, DeclarationType .Float3, DeclarationMethod .Default, DeclarationUsage .Position,0), new VertexElement (0,12, DeclarationType .Float3, DeclarationMethod .Default, DeclarationUsage .Normal,0), new VertexElement (0,24, DeclarationType .Float2, DeclarationMethod .Default, DeclarationUsag ...Show All
jasperlai space wars jerky?
Hello, When I run space wars it seams to jerk alot when I move the ship around. It just doesnt run smooth at all. Can the game be played in full screen it runs windowed on my pc. I thought it would run smooth. My pc is: AMD A64 3200+ 2 gb ram 7600GT All drivers are up to date. Also when I try and publish spacewars, when installing it, it comes with an error. Anyone else have this problem thanks This issue isn't just specific to space war. One of my development pcs has this issue with every application I've tried that's written with the framework. There are two options as far as I know for changing the game to full screen. 1. Open the SpaceWars.cs in Design view, then ...Show All
EnigMa_AnGeL How to crash a Model in the XNA?
How to crash a Model in the XNA like this video : http://download.microsoft.com/download/b/e/2/be234683-5686-476d-a1c2-8ad7abe5d8a4/xna_demo_crash.zip That video does not relate to the XNA Framework, or XNA GSE products. From what I remember of the time that video was released it was supposed to represent all the components that go into a game, physics, art, sound, gameplay etc. The XNA initiative (which these products are the beginning of) is supposed to make all that easier. Hopefully someone from MS will come along and explain exactly how that video relates to XNA. Could you do that with XNA Framework Probably, with a good artist, sound guy, programmer and physics engine... but its will be t ...Show All
Sagayaraj R Can we play the games? What is the point?
I am sorry if this is listed somewhere, but I saw that you cannot play the Spacewar game, except on the Xbox 360. I know I can: "If you don't have a 360 game pad then you can't get past the main screen. But we can change all of that. Open the “GamePadHelper.cs” file. It can be found under the “common” files in the solution explorer. The top line looks like this. //#define USE_KEYBOARD Uncomment that line to look like this. #define USE_KEYBOARD" http://www.xnaspot.com/Tutorial_GettingStarted.aspx But what I don't get is if I can't play the game but on the 360, and I can't publish the game (which I think just means burn it to a CD or DVD) to get it to the XBox 360, then I'm not understanding the point. Do I just ...Show All
softcon Difference between Update() and Draw()?
This may sound a little basic. Fundamentally, I'd like to know why there are two methods and not just one What would happen if you put all your logic code into the Draw() method for example, or all your drawing code into the Update() method Because GameComponents can change things in each other, and it would be annoying if a component changes something in another gamecomponent that has already drawn what it just changed. Only if you're using the fixed interval time system. Really not even sure why they included such an option. Your animations should never make an assumption about the frame interval. Jurak wrote: Only if you're using the fixed interval time system. Really not even sur ...Show All
sugupta00 Can I use standard tcp/ip protocol on XBOX360?
I want to make a mmo card game, and I already have a server, and I want my program running on xbox360 connect my server on a pc server running windows. Can I use standard tcp/ip Spike1907 wrote: Hmmm. I was considering trying to write a raytracer to take advantage of the power of the 360. Now I think it may not be very practical as I would have no way of getting any image that was rendered by the raytracer back to my PC is that correct If you are doing this project as a CPU based tracer, I'd be really interested to see you publish some comparative results of the XBox 360 vs your PC, as I'd love to see just how much slower the XBox is for something like this - especially as this should ...Show All
V.E Starting work on my GUI system
Well, I've hit a wall with my game's development, and since there was no GUI with XNA 1.0, I've decided to go ahead and make my own GUI system. I implemented a lot of mechanics for my game, but I need greater interaction to proceed development in a sane manner. So far I've just implemented the text drawing stuff from scratch. It uses only monospace fonts generated with BMFontGenerator without using the generated .xml file. It's decidedly minimal to use only monospace fonts, but keep in mind two things - 1) my particular game doesn't require anything more robust than monospace fonts and 2) a game's engine should be designed around the game's specifc requirements. Otherwise you're scope creepin. I remind myself constantly not to let cool ...Show All
BradyGuy Rectangle, but no RectangleF?
Hi, I've started work on 'porting' my game over to XNA and have up until now been using Rectangle and RectangleF in System.Drawing. I notice now though that Microsoft.XNA.Framework has it's own Rectangle class, but no floating point equivalent. If I'm to (eventually) get this game onto the 360, am I right in thinking I can't be using anything from System.Drawing (or even System.*) It seemed strange to have a Rectangle but no RectangleF, unless it's just because this is a beta and it's not there yet, if so, then that's fine. :) (Same goes for Point/PointF) Many thanks, Adam Miles The ZMan wrote: When Rectangle is only used by the sprite interface and its using for selecting pixel reg ...Show All
mew4ever23 Great Texture Problems! Help?
Hallo! Can anyone tell me if there is a way to create textures, that have Width and Height not powered by 2 I am trying to do this on a laptop with SiS 650 Chipset and the CreateTexture function fails if the Width and Height are not ^2 value. And more, on a Via chipset, despite there this problem is absent, the mapping of the textures is awful if the texture dimentions are not ^2. I am using D3D to draw textures as 2D images on the screen, so if there is something designed especially for this case (but D3D, not DDraw :), please, please, please reply ! P.S. Also on an Ati video cards texture coordinates beyond 2.0 do not map 0_0... Have you any clue how to change that Textures should always be a power of two in height an ...Show All
Pablo Alvarez Jalon Garbage Collecting
Does anyone know a good method of garbage collecting for my game. Im just starting out, and im really just collecting all of my information right now, so i know what im up against going into this thing, so if you could give me a few pointers, its appreciated. God Bless I'd suggest reading the following posts: http://blogs.msdn.com/netcfteam/archive/2006/12/22/managed-code-performance-on-xbox-360-for-the-xna-framework-1-0.aspx and http://blogs.msdn.com/netcfteam/archive/2006/12/22/managed-code-performance-on-xbox-360-for-xna-part-2-gc-and-tools.aspx Don't use foreach and string.ToLower() ! :) That's my personal experience. One of c#'s features is automatic garbage collecti ...Show All
Jehan Badshah rotating in degrees
I'm not very old and haven't learnt phisics or radians so how could i convert degrees in to radians so i can just use degrees to rotate my sprites. I understand radians might be easier to use if i wanted to constantly rotate my sprite but all i want to do is rotate it X degrees i found this: http://upload.wikimedia.org/math/1/6/2/162fb4bdc4be8fa862b77a4ac5ecbba6.png it might help but i don't know how to reverse it so x degrees = y rad thats what i needed thankyou or... float rad = MathHelper.ToRadians(deg); -Mike correct me if I'm wrong but would i use something like this double Rad = Deg * (Math.PI / 180); ...Show All
BenHarper 2D Sprite Rotation Issue
For some reason my sprite will jitter while moving if I rotate to 270 degrees (it flips at exactly 270 degrees). Any suggestions float xSpeed = (float)(Math.Sin(Angle) * mSpeed); float ySpeed = (float)(Math.Sqrt((mSpeed * mSpeed) - (xSpeed * xSpeed))); if (adjustedAngle < 0) { ySpeed = ySpeed * -1.0f; } if (adjustedAngle < -180) { ySpeed = ySpeed * -1.0f; } if (adjustedAngle < 90 || adjustedAngle > -90) { xSpeed = xSpeed * -1.0f; } if (adjustedAngle < -270 || adjustedAngle > 270) { xSpeed = xSpeed * -1.0f; } ...Show All
