Answer Questions
Can-Ann How to get compressed sound?
Is there a way to get mp3s or other compressed formats to XACT If not, is there a way to reduce the bitrate/quality of WAVs so they're smaller As far as I know, XACT only supports .wav source files. And there's no way in XACT to actually edit the .wavs, so you'll have to make those adjustments in an audio editing tool (soundforge, audacity, etc.) XACT can take .wav (or .aiff) files as input, but then you can specify that they get compressed to ADPCM format. Do this by creating a "compression preset" and then dragging the wavebank onto the compression preset. The source files themselves must be uncompressed waves, however-- XACT will take care of the ADPCM conversion process, since it ...Show All
pessi Direct Answers For A Beginer
Dear, I Am A Beginer In Game Development, But Professional In C# And C++.Net 2005. I Want To Start Learning 3D Game Development Where I Have 2 Main Questions: 1- C++, C++.Net 2005, Or C# Is The Fastest And The Powerfull Language For Creating 3D Application 2- What Is The Graphic Library I Have To Learn And What Are The Difference Between XNA, DirectX, And XNA Game Studio I Hope To Help Me In My 1st Steps. Thx Alot 1. C++ will be the fastest, if you become an expert in getting every last processor cycle. c# is easier to program but does not give quite as much fine control. 2. DirectX is the underlying graphic API to talk to modern graphics cards - use C++ to code DirectX. XNA Framework is a managed layer over th ...Show All
_Pero_ ... VB.net 3D Level editor for XNA .. Tridex .... Beta 1
Hi, I have good news for VB.NET developers any ways, I have used XNA 1.0 extensively and have converted a 3D lever editor tool I am calling Leveler 3D to XNA , here is the demo of the old direct x version: http://www.tridexconsultants.co.uk/pages/DirectxLevler3D.htm Details: 1. Drag drop Xna files (Textures and Meshes) 2 Extensive Maths classes, trigonometry, Vector, Matrix, Planes, Spheres, Bounding etc. (Many More) 3. Extensive animation tools 4. Fast load save levels (XNA is brilliant at compressing X files!!!! 5 Fully Serialized scenes 6.Mouse click selection of games objects 7. Animation (Curves, Circle, Path, Waypoints, Interpolators etc... 8. Lighting (Curr ...Show All
OClaudiu draw dds
how do i draw a dds in c# With Direct3D usually thomp89 wrote: ok, but how do i do that You've already received an answer from Jim, but my brief answer was in response to your very brief question: you've not really given us much context which makes giving a complete answer rather difficult Best regards, Jack There are tutorial projects in the Feb 07 DX SDK that will show you how. Download it here . ok, but how do i do that ...Show All
markand DirectX clearing device problem
Sorry if this is a dumb question but im a beginner at DirectX development. My game window is drawn and works well (nothing else is drawn at this point). I have no code errors except when I hit the X button on the window I get this: The Code: dGDevice.Clear(ClearFlags.Target, System.Drawing.Color.SlateGray, 1.0f, 0); The Error: System.NullReferenceException was unhandled Message="Object reference not set to an instance of an object." Source="Microsoft.DirectX.Direct3D" StackTrace: at Microsoft.DirectX.Direct3D.Device.Clear(ClearFlags flags, Int32 color, Single zdepth, Int32 stencil, Rectangle[] regions) at Microsoft.DirectX.Direct3D.Device.Clear(ClearFlags flags, Color color, Single zdepth, Int32 stencil) I hav ...Show All
H. Gøttig Tiling
Hi to all, I bought a book about DirectX9 Game Programming, but the code it provides is really bad and I'm a little confused on how to use tiles in game!! Any tutorials or examples would be appreciated!!! Thanks in advance!!! The book: " Strategy Game Programming With Directx 9.0 2003 - Todd Barron " seems to have an extensive chapter on tiles... Could that be by any means the same book you have :) Hey, thanks for answering!! I'll look for comments about this book!! ...Show All
mbutcher Procedural Texture2D = Blurred Texture
In my application, I am procedurally assembling a texture from a non-standard data source. When I display the texture at a 1:1 ratio, the image is blurred considerably. I am assembling the same texture to a GDI+ picturebox directly next to this, and its crystal clear. The difference is one is assembled to a Bitmap while the other is assembled to a Texture2D. The code is otherwise identical; indeed, they are assembled at the same time with the same code. I seem to recall encountering the same problem when I started using GDI+ a few years ago, but the solution I used then is not coming to me (and likely would not work here anyway). I saw in another thread a mention of setting Min, Mag, and Mip filters to Point t ...Show All
Boulderdude Save projects under new filenames?
XNA Game Studio doesn't have a command to save projects under new filenames or make copies of projects. For example, create a new project while going through a tutorial from a web site. Is it possible to save projects under new filenames or make copies of projects You don't necessarily need to do that within XNA Game Studio. You can just navigate out to the project on your computer and copy the entire project and paste it into a new folder. Now you can work away on your copy and rename it how you want from within the IDE. There isn't any method that I'm currently aware of saving solutions/projects and all their associated files and classes in a new location with a new name all at one time from within the ...Show All
Chris Honcoop Lightmaps
Can anyone point or explain how to deal with lightmap in a hlsl shader I managed to render my lightmaps in a single pass by using a multiply but I dont wan't the lightmap to use the texcoord from my poly since I want them to stretch and fill the polygon. thanks I'm loading Quake bsp so right now the plan is to create my own Vertex type like this private struct VertexPositionNormalTextureLightmap { private Vector3 Position; private Vector3 Normal; private Vector2 TextureCoordinate; private Vector2 LightmapCoordinate; public VertexPositionNormalTextureLightmap(Vector3 Position, Vector3 Normal, Vector2 TextureCoordinate, Vector2 LightmapCoordinate) { this. ...Show All
ks06 XACT praise, request
Just a quick comment and question: 1. XACT is definitely a step in the right direction for semi-professional work. It simplifies a lot of things and brings some powerful abstractions. As long as you don't care about Sony and Nintendo, it's fantastic ;). The integration with the XDK is also nice. I haven't used XACT as a retail game-wide solution, yet, though - just for small personal projects and voice chat. Those who complain about how many steps it takes to play a sound might want to put off ranting until they get some more experience and a better appreciation for what it takes to ship a game :) On the other hand, I'm using C++... so their impatience may be a testament to how easy XNA is to use. Anyway, I like XACT. Or at least I really ...Show All
Jeffn Spacewar first run
Being a complete newbie to all of this C# and XNA i loaded up spacewar click on build then installed the project. Then i ran it and a error window popped up, details said something about a missing something or file not found, i sent a report to MS from the window that popped up. I can see im going to have to buy a C# for dummys book cause im totaly lost as to what to do first... NotMyself wrote: Hi Soulja, This is a pretty common problem and I think one of the devs said a bug in the XNA framework. Try setting the AllowMultiSampling property of your graphics object to false. you can do this in the designer by double clicking your Game.cs file, clicking the graphics object and setting the valu ...Show All
frieste Call stack more limited on Xbox 360 than Windows?
Hi, I am working on a program that uses heavy recursion. It works fine on Windows but is causing problems on the Xbox 360. I switched to a very simple test app. It is just the default "Windows Game" or "Xbox 360 Game", with the following additional method: public void TestRecursion(int level) { if (level >= 14000) return; else TestRecursion(level + 1); } And I call TestRecursion(0) from Game1.Initialize(). On Windows, I don't get a stack overflow error til somewhere between 13000 and 14000. On the Xbox 360, if I go somewhere between 900 and 1000, I get this error: The remote connection to the device has been lost. Please verify the device connection and ...Show All
SGraham1985 Learning Direct X
I have tried to learn direct x with several online tutorials, but failed. I have decied that I need to learn from a full book. I consider my self a good programmer. There are plenty of book centered around making games, but this is NOT my intention. I want to learn the basics and the advanced of direct X, from the ground up NOT from the perspective of making games. I want a book that is based on the .net 2.0, I dont wish to learn techniques that are already outdated. The book needs to include advanced topics such as how .x meshes actually work, ect. I would really appreciate any book suggestions, thanks ahead of time. David Weller - MSFT wrote: a book on native C++ DirectX. The Direct3D Gra ...Show All
tmk7 Suggestion for the forums
I was thinking that this forum could serve as a "quck and dirty" content pipleline :). Any chance there will be an "upload your stuff here" forum Hmm, it seems more like a sourceforge for windows stuff. I was just thinking more along the lines of a useful snippets type thing. Like stuff that illustrates the framework or just useful utilites (or more tutorial in nature). Just a suggestion. Killer. Thanks, I hadn't heard of that (I'm new here :) ). Khass wrote: I was thinking that this forum could serve as a "quck and dirty" content pipleline :). Any chance there will be an "upload your stuff here" forum codeplex is just for that :) www.codeplex.com ...Show All
Olivertech MAP loader problems with index buffer and backfaces
Hello everyone, this is my first post on these forums. I have been using XNA for quite a while now and I find it quite enjoyable to work with. For the past few days I have been working on a MAP loader for half-life maps. I wrote code to process the map file, build entity lists, process the properties and build the brush vertices from the plane intersections. Everything was going great until the point where I needed to turn my vertices into mesh data. My plan was to build a vertex buffer and index buffer per brush, however this has caused many problems with faces not rendering correctly (I believe it is because some of my polygons may have the wrong winding, and if anyone knows of a way to fix ...Show All
