Answer Questions
comspy Aug2006 SDK install question
Hello! I have VS.NET 2003 and VS.NET 2005 installed on the same workstation. When I installed the SDK it attached to VS.NET 2003. How do I force it to attach to VS.NET 2005 Thanks in advance! Can you clarify that statement When the SDK installs, it is capable of working with both Visual Studio 2003 and Visual Studio 2005. What I'm talking about are the Visual Studio .NET extensions that the DirectX DSK installs / attaches to Visual Studio. It might be that I am incorrectly expecting the same features from the DirectX SDK with both Visual Studio 2003 and Visual Studio 2005. A few examples: After I install the DX SDK, in VS2003 I have a new DX icon that appears in the spla ...Show All
ricodued DXViewer.exe - Unhandled exception
Hey MSDN Community, I got the following installed: Windows Server 2003 R2 w/ SP2 RC1 (Fully Updated via MS Update) VS2005 VC# Express DirectX SDK (Dec 2006) DirectX Runtime (Installed the Redist from the SDK) XNA GSE (Non-Beta) The problem is, every time I run DirectX Viewer either by its shortcut under the Start menu or by clicking a .X or .FX in Windows Explorer, I get a message saying: "An unhandled win32 exception occured in DXViewer.exe [3396]." ...inside a Visual Studio JIT Debugger window. Any ideas why guys Much is appreicated, Thanks! Ok, so I read the other post about the same issue and assumed the reason/explanation was true, which, it was. My Solution ...Show All
enric vives XNA Templates for VB 05 Express
Hello People. Here's a Template for Windows Game (XNA) in VB. I've tried to mirror the C# Template to the best of my ability. It requires the XNA dlls to be installled in the GAC though. Works fine on the only system I've been able to test it on... Feedback I'm thinking of putting this up at my blog , so can I include the XNA dlls in the package as well Any suggestions/flames welcome... I've not read the whole EULA but I doubt you can provide the DLLs. MS don't allow it for DirectX so XNA is probably the same - just link to the beta download. ...Show All
Smealum Using Loaded Model With Custom Effect
I have loaded a simple sphere into my game using the standard content.Load<Model> approach. I also have an effect that I loaded using content.Load<Effect>. How can I render my model with this effect as opposed to the effects built into the model without having to write a content processor GameWorldService is actually just something of mine for getting the current view and projection matrix. It works just fine because all my objects get those values from it. The parameters are all set exactly as they are in SpaceWars. The scaling is because the SpaceWars meshes are so large that even scaling them down a ton, I still need a rather large object to see it in comparison. I checked out the link and ...Show All
WXS123 .X file - Retrieve vertex and normal information
Hello, I am wondering if there is a way to retrieve the vertex information from a .X file while you load the file and create a mesh object like your going to display it Basically I am creating terrain in 3D Studio Max with no mats or textures, as all I would like is the vertice information. I think there was some type of mesh.GetVertice in C++ (dont remember the mdx version) But I am using C# & MDX 1.1 Is there some way to retrieve this information from the BaseMesh class Reason being is I would like to gather the data so I can then create an array of [X, Z] and an array of [ Y ] for the height from the .X file, as I dont want to just load up and display the terrain as a mesh object. I believe if I was to load and ...Show All
helsingfors exporting x and fbx files
Hi there chaps - I'm fearful that this question has been asked before but lots of searching could not find it. In essence - if I export a model in 3D studio Max (version 7) in both x and fbx format, neither displays using the (excellent - thanks guys) 3D sample code. That's not entirely true - the x file displays but completely white, the texture barely visible. The fbx file has the right texturing but many of the polygons are linked incorrectly, or have wandering vertices. The fbx is in some sort of binary format incidentally. Now, my question after all that intro - what exporters do people recommend for 3dsMax - for either FBX or X files Or is there some very stupid option I'm not turning on (eg - X file exporter's hidden Tipp-Ex all ...Show All
Sarosh79 ... Tridex .. VB.NET Proper Structure for GameComponents in XNA
Hi Guys, Form an atricle here, I have a template class for proper functionalit of Game componetns code is below: Imports Microsoft.Xna.Framework Imports Microsoft.Xna.Framework.Input Imports Microsoft.Xna.Framework.Components Imports Microsoft.Xna.Framework.Graphics Public Class Template Inherits GameComponent Implements IGraphicsDeviceService # Region "...................... Core overrides inherited from GameComponent ................................. " '**************************************************************************** '// Called when the GameComponent needs to be drawn. Override this method with component ...Show All
ro88o Driving Game Download???
Does anyone know where the XNA Racer Game can be downloaded (see this video) Possibly. There's been nothing official at this time. And the 360 has nothing to do with it since you use your PC to write the games. You won't be downloading starter kits on your 360, you'll be downloading them from the internet to your PC. As long as you have the xbox gamepad hooked up to your pc, you should be able to run the starter kits just fine. The previous starter kit didn't come with any support for keyboard and mouse out of the box, and I could imagine the other starter kits would be the same. What if you dont have an xbox 360 controller, would a normal pc controller work, or even another console controller through a usb adapter ...Show All
flash.tato Loading an .FBX file
Hi, I have this file, Ferrari_Enzo.FBX that is supposed to be XNA ready, all I want to do with this is load and display this model in the blue window. My assumption is my problem was setting a camera position. I've done some searching but can't find this decent question addressed. Could I please see a basic sample for this I did it! thanks! :) Maybe this will help. http://msdn2.microsoft.com/en-us/library/bb197293.aspx It's the msdn tutorial on how to display an image on the screen. ...Show All
Josibe XBox 360 shader profile
What are the best profiles to pre-compile shaders for on the XBox I was expecting something like xvs_3_0 and xps_3_0, but only seem to be able to use ps_3_0 and vs_3_0. Is this the best we can use Xbox is actually shader 3.0, plus some stuff here and there. A few of the details (like point sprites) aren't 100% the same as on PC, but it does have full shader 3.0 capabilities including vertex texturing and arbitrary per pixel control flow. It doesn't quite ignore what you specify - for instance I can get this error from the compiler if I specify xxx_3_0 - error X3041 : unsupported compiler target 'xxx_3_0' Clearly it is checking something - are you sure it ignores it ...Show All
textman Sound Recording or Automated Speach
I want to create a program to train for Quiz Bowl. It allready has most of the logic in place for timing and stuff but I want it to ask the questions. I tried to find a library for the microsoft program Narrator but I couldn't. I think that the best way would be to have the program record the questions and save them in WAV files. They could be played back when needed. I need to, somehow in my program, identify a sound recording device like a microphone or webcam, start gathering data from it, and stop getting data from it on cue. If anyone knows how to do this in VB, your help would ge greatly appreciated. Thanks Lookup in the realms of Microsoft SpeechSDK ... DX has no speech recognition capabilities... Actually, ...Show All
cliffie How can I create a GUI for my XNA game? (do any GUI libraries exist?)
Almost every game needs a GUI of some sort so I'm wondering how I can create one in XNA... Do any XNA GUI libraries exist Thanks, John Thanks for the replies! Where can I get the XNA renderer for CEGUI# I also couldn't find any releases for CEGUI# except for the SVN repository. Is this the only way to get it I'd REALLY like to use CEGUI# since I think it's probably the best option (for me). An up-and-coming possibility is CEGUI# . I'm looking at it now for a project. The link works for me still. You might want to try clicking it again. It it errors for you still, just go to codeplex.com and do a search for buttermilk. Don't forget to sear ...Show All
Ondrej Vaverka Conceptual problems with XNA/DX3D10
Conceptual problems with XNA/DX3D10. I read comments on the forum & other materials and it seems that the conceptual understanding of XNA/DX is not well presented by Microsoft. I am interested in managed XNA = MDX, for many reasons, however, I did not program yet in XNA. I am trying to know how to structure my application (Not a game) to use XNA/DX3D10. 1- WPF is slow to use for 3D application like GDI++ before Vector graphics is easy and simple to operate form for 3D, based on historical development of graphics education. However, WPF (I can see) is very suitable for such application as Solid Modeling, and it is not a speed problem, why, because in CAD/Solid Modeling no speed is needed it will l ...Show All
LuckyL Math.Abs inner workings?
I'm trying to decide how to structure my code based on Math.Abs function. Does it just flip the signed bit to make the number positive Or does it check for a negative value and if found, multiply the number by -1 Yes. Just to point out, though - implementing your own version of things like this is a bad idea. Computers (in general) do not use signed-magnitude representation of integers, they use 2s complement. Thus, flipping the sign bit doesn't actually produce a value with the same magnitude. Of course, you could be operating on a platform where that does work. The only way to ensure that your code works everywhere is to use operations that don't depend on the bit-representation of numbers. Either thin ...Show All
MarlAtkins Passing multiple streams to effects
Hey all, REALLY sorry if this supposed to be obvious, but i was wondering if any one had any sample code where they are drawing something using an effect that used multiple vertex streams, my shader code is correct, but i just don't know how to pass the two streams to the shaders, i set the two vertex buffers from the two meshes: graphics.GraphicsDevice.Vertices[0].SetSource(mesh1.VertexBuffer, meshPart1.BaseVertex, meshPart1.VertexStride); graphics.GraphicsDevice.Vertices[1].SetSource(mesh2.VertexBuffer, meshPart2.BaseVertex, meshPart2.VertexStride); and in each pass of the effect i run: graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, meshPart1.BaseVertex, 0, meshPart1.NumVertices, meshPart1.StartIndex, m ...Show All
