Answer Questions
Rob Joosen Game Studio Express (Beta) Download (doesn't work)
doesn't work when i install. it says something like don't know error & contact the vendor. please help me cause this is the 10 time i've downloaded the package and doesn't work ps1: i installed visual&net 2.0 so pls pls pls help me out. ps2: sorry for my english cause i'm not native english Can you post the exact error message that is displayed Make sure you have visual c# "express" installed before you install xna. Moving the thread to the GSE Groups. ...Show All
Java Q SimpleMesh game component and x2swm
I've uploaded a SimpleMesh game component to use on conjunction with x2swm. Instructions are here: http://astaroth.beatbuggy.net:8080/Images/XNAMagic/SimpleMesh_GameComponent_rm.jpg Download it here: http://astaroth.beatbuggy.net:8080/Downloads/SimpleMesh_GameComponent.zip Instructions: 1) Add the game component to your project. 2) Drag the component onto your game designer. 3) Set the mesh path and mesh name. (i.e media\\ , Dwarf.swm) 4) Put the DrawComponents() call in whichever effect pass you wish. This works for n swm batches. It will continue to work if the texture is missing. Here is the latest x2swm: http://astaroth.beatbuggy.net:8080/Downloads/x2swm_1_0_0_3.zip Updated to use IGraph ...Show All
Febin Help converting MDX1.1 Sample to XNA
I'm trying to convert some of the samples in Tom Miller's book (Managed DirectX 9 - Graphics and Game PRogramming - Kick Start) to XNA. For the most part, it's been quite obvious what things have changed (mostly naming, and new naming is so much clearer than before!), but I'm stuck with a few bits. Can anyone help I've checked the migration guide, but it doesn't seem to mention any of these missing methods/properties :( Error 1: vb = new VertexBuffer (graphics.GraphicsDevice, typeof ( VertexPositionColor ), NumberItems, ResourceUsage .Dynamic | ResourceUsage .WriteOnly, ResourcePool .Default); vb.Created += new EventHandler ( this .OnVertexBufferCreate); VertexBuffer no longer has a Created event (nor anything ...Show All
upgraders XNA Launcher icon?
Howdy, Is there a way to display an icon to the left of the game title on the XNA Launcher screen on the 360 It looks like there's room for one and I recall seeing them in some of the demo vids, but I couldn't find any info here or in the GSE documentation. Thanks, Brian I recall another post about this and the answer was "Not at this time" IIRC. Yep... didn't make it :( ...Show All
BJHop 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 As far as I know, the current BETA has no loading routines for 3D modell formats. It seems they are part of the content pipeline which will be implemented later, so you must write your own model file reading code for now. My advice is the Wavefront OBJ format, which is a very well documented ascii format. It's also supported by the most modelling programs like Wings3D, Maya, 3DS-MAX, Anim8or... Look here for detailed imformation: http://www.fileformat.info/format/wavefrontobj/ Your welcome. Hi, thanks for posting this converter. Now, I don't like to look a gift horse in the ...Show All
r3n Best Practices
I'm a big fan of FxCop and best practices when developing .NET applications and any API's. Are there any documented best practices when using the XNA Framework Are there any plans to add an FxCop module for XNA Cheers, Steve Dunn. There is nothing official right now. I would, of course, recommend reading and applying the .NET Design Guidelines when developing APIs. We are currently looking at how do we illustrate some common design patterns used in games today and how they apply to the XNA Framework to help those that aren't familiar with them. We've also discussed FxCop extensions to assist in XNA Framework development, but nothing concrete just yet. I think "No" is the answer to ...Show All
Wolfgang Geppert XNA Framework Licenses
What kind of licensing issues might arise if we want to run code built from a GPL or LGPL library And are we going to be able to deploy games that use multiple assemblies or is everything going to reside in one assenbly Michael Jim Perry wrote: If you're talking 360 games, since you have to distribute the code for now, I don't think there would be any license issues. What code are you using that's L/GPL'd Multiple assemblies shouldn't be a problem.I can't imagine such a restriction. I maintain the Axiom Rendering Engine ( http://axiomengine.sf.net ) which is a managed rendering engine for OpenGL and DirectX ( using MDX ). I would like to be able to offer XNA as an option as well. If you're ta ...Show All
MNDANG Not totaly sure.
I have never done any C++ or C# programming. (quite a bit in HTML) anyways I look for a few tutorials and wondering if you could give me some good links to ones that would be more helpfull with XNA, I DL'd and watched a 5 hour one but that was more for windows aplications in C# express. Anyways just a few links and a quick sentence on what the tutorial is about would help me alot. Thanks Clicky ! I have also started a blog dedicated to C# for beginners using XNA. It is actually more of a beginning programming tutorial than a game programming tutorial, it just happens to use XNA as the application framework. You can find it at: http://www.xna101.net Bill thanks this is deffinit ...Show All
Barak Cohen Model scaling without effecting the real coords
Hi, when I load my models they don't always have the correct size in relation to each other, so i want to scale them. When i multiply the world matrix of the basic-effect that renders the model with a Matrix.CreateScale(0.2f) matrix i get the visual correct result. But the coords are scaled too. So when i want to set the position of my model i need to multiply the x, y and z coords by 5 to get the correct values for the model world matrix. Does anyone have an idea to only scale the model in visual I already tried to multiply the view and/or projection matrices with a Matrix.CreateScale(0.2f) matrix but I only got crapy results... at least I am not very familiar with matrices Thx & bye Thunder2002 Wh ...Show All
Anton Kovalev Got a Feature Suggestion for the Next Version of the XNA Framework?
Cross posted from: http://blogs.msdn.com/xna/archive/2006/12/03/got-a-feature-suggestion-for-the-next-version-of-xna-game-studio-express.aspx We're putting the final touches on our first release of XNA Game Studio Express and our launch on December 11 th is less than three weeks away! Many of the team’s members have started to think about features that could be implemented in versions of XNA Game Studio Express down the road. While the team has ideas about things we’d like to do, we rely on you to tell us about the things you’re interested in or that you’d like us to change in future releases of the Product. The best way to share this information with us is by using Microsoft Connect . If you’re unfamiliar with Microsoft Connect, plea ...Show All
AlexReg Question about Device callbacks
Hi! I'm a newbie using MDX Framwork to learn MDX and have a question about Device object callbacks. When exactly are they called and are there some general rules what to do in which callback (i.e. where to load effect or texture from the file) I.e. in "DirectX Managed" docs there's: "Framwork.DeviceReset Event Occurs when the Microsoft Direct3D Device object is reset." It doesn't really explain when the Device object is reset. I'm interested in the following Framework callbacks: OnCreateDevice OnResetDevice OnLostDevice OnDestroyDevice. Thanks in advance I've found info about these callbacks in DirectX SDK examples. ...Show All
iosys newbie question: game.Run():
i keep getting this as the exception detail Microsoft.Xna.Framework.NoSuitableGraphicsDeviceException was unhandled Message="The device creation parameters contain invalid configuration options." Source="Microsoft.Xna.Framework.Game" StackTrace: at Microsoft.Xna.Framework.GraphicsDeviceManager.CreateDevice(GraphicsDeviceInformation newInfo) at Microsoft.Xna.Framework.GraphicsDeviceManager.ChangeDevice(Boolean forceCreate) at Microsoft.Xna.Framework.GraphicsDeviceManager.Microsoft.Xna.Framework.IGraphicsDeviceManager.CreateDevice() at Microsoft.Xna.Framework.Game.Run() at Tutorial1_Windows.Program.Main(String[] args) in C:\Documents and Settings\Compaq_Owner\My Documents\Visual Studio 2005\Projects\T ...Show All
stryjek4 Keyboard Text Input
Is there an easy way to get a standard ascii (ok, unicode, whatever..) character from the XNA keyboard input I'm looking to type some normal text in - and need to be able to support different keyboard layouts(particularly UK/US) and preferably international characters as well. XNA has no real keyboard support, just raw key states. Try this : KeyboardState state = Keyboard.GetState ( ); char buffer; byte[] currentState = state.GetType().GetField("pCurrentState", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance).GetValue(state) as byte[]; ToUnicode ( key, 0, currentState, out buffer, 1, 0 ); I know, this is *very* b ...Show All
ladydee Conecting my computer to Xbox 360
What are the steps to do that because I typed in my conection key and everything but still it cant connect to my computer Taberh wrote: While troubleshooting I tried to ping the Xbox 360 and this always timed-out. (As mentioned in the documentation, and in the above link.) I can now successfully deploy a game to the 360 but the same machine will not receive a ping reply from the xbox, so that might not be a good diagnostic. (Should a computer be able to ping the xbox while it waits in the "Connect to Computer" state ) That troubleshooting tip is incorrect. The Xbox 360 is not expected to reply to a ping. We have entered a bug to update the online help (unfortunately, it is too late ...Show All
Jeroen Hauser Drastic FPS fall,when rendering QUAD
Hello guys, I've been working on my 3D directx game for a while and I've recently added QUAD(ship cockpit), inversly transformed to VIEW, so its like GUI. However, I am encountering big fall FPS - well normally my time delay between frames is 17 ms, but when I render quad it jumps to 50 'ms'. What's strange is that rendering tha quad + needed preRender+postRender takes just 6 'us'. So why is there 5000x longer delay. Moreover, I've noticed that I can bypass time delay increase by rendering quad without being scaled and transformed to [0,0,1]=> (further to the front) position - there is no TIME INCREASE...but then the "cockpit image" takes just 30% of the screen and so it is not very realistic. Some info about the imag ...Show All
