Answer Questions
SaimaSalim Install XNA on VS2005 Std?
Hey All, I've just downloaded XNA 1.0 and tried to install when I found that it won't because I don't have Visual C# Express. I've been running Visual Studio 2005 Standard on my laptop since last February and I'm wondering if there's any way to make it work I think it's sort of silly install C# Exp when I've got Std so any help would be much appreciated. Thanks! step 1. install vc# express. step 2. install xna step 3. load up visual studio 2005 (NOT vc# express) step 4. load up a "Windows Application" in any language in VS2K5 step 5. go to "add a reference" and add the XNA ref's step 6. enjoy I would like to know too. I have VS .NET 2005 Professional edition. Any ...Show All
Tryin2Bgood Model Bones
I have a .X file of a mesh with the following bone structure: Frame joint1 { FrameTransformMatrix { 1.000000,0.000000,0.000000,0.000000, 0.000000,1.000000,0.000000,0.000000, 0.000000,0.000000,1.000000,0.000000, 0.000000,0.000000,0.000000,1.000000;; } Frame joint2 { FrameTransformMatrix { 1.000000,0.000000,0.000000,0.000000, 0.000000,1.000000,0.000000,0.000000, 0.000000,0.000000,1.000000,0.000000, 0.000000,0.000000,0.000000,1.000000;; } Frame joint3 { FrameTransformMatrix { 1.000000,0.000000,0.000000,0.000000, 0.000000,1.000000,0.000000,0.000000, 0.000000,0.000000,1.000000,0.000000, 0.000000,0.000000,8.00000,1.000000;; ...Show All
XImplosionX Pool Game help totally stuck
Hi all, i am just totally stuck i have a pool game and my problem is as follow. what i need to do is shoot the white ball in the direction the cue is facing which i just cant work out how to do i have been messing around with it but with no success can any one please help me on this problem please. thanks in advance Regards Mark You may want to check out the Farseer Physics engine on Codeplex, if you're having trouble with the cue stick direction and impact, things will get a LOT harder when you have multiple ball collision interactions to deal with. Farseer Physics Engine: http://www.codeplex.com/FarseerPhysics ok that makes some scence will give it ago thanks man for the response. ...Show All
Ryan F AudioVideoPlayback: How to access owner events (click,doubleclick,etc)???
Can someone please help I need to develop an application for a kiosk (with an lcd touchscreen) displaying many videos while iddle, one after another. So, when someone touch the screen (like a mouse click) I need to get out from iddle mode and proceed with displaying information. I had tried with a picturebox and a panel with the same results: when I assign the video owner property to point to either the picturebox or panel the click event doesnt fire. Is there a way of doing this TIA Javier. Sample code: promoVideo = New Video(VideoList(CurrentVideo)) promoVideo.Owner = PictureBox1 promoVideo.Size = New Size(700, 500) Panel1.Size = promoVideo.Size PictureBox1.Size = promoVideo.Size pro ...Show All
SteveJM Possible mouse bug?
Hi all!! Ive been tinkering with the Mouse functionality that comes with xna and have come accross a problem with detecting wether the left mouse button is released or pressed. If I double click the mouse really fast and keep the mouse held down on the second click xna reports the mouse button is in a released state!! Here is the code im using to determin the left mouse button state MouseState ms = Mouse .GetState(); System.Diagnostics. Debug .WriteLine( "" + ms.LeftButton); Thanks!! Millibong You might want to submit a bug report. Check this thread for info on how to do so. There already are a few bug reports on this issue on Connect. Mitch Walker - M ...Show All
faraaz_malak_c92eb4 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. 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 you launch and it starts up, it immediately kick ...Show All
Meliphar I cannot compile any XNA tutorials
I have Microsoft Visual C# express and XNA Game Studio Express, but when I create a new project and follow the tutorial (any tutorial) and copy and paste the code into a new project, i cannot compile because there are errors when i press F5. Example in tutorial 1: displaying a 3d model on the screen i follow all the directions and when i copy and paste the code at the end and hit f5 i get the first error in this line: myModel = content.Load< Model >( "Content\\Models\\p1_wedge" ); and i cannot continue. I have tried several tutorials in the past weeks and none run. I need help for doing this for school. Thanks Did you add them to the project to make sure they were compiled into ...Show All
wilsonm Rendering models and primitives
I'm trying to wrap my head around the use of effects and their use in rendering models and primitives. The sample code to render a model "m" looks like the following: foreach (ModelMesh mesh in m.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.View = view; effect.Projection = projection; effect.World = MyWorldRotation * mesh.ParentBone.Transform * Matrix.CreateTranslation(Position); } mesh.Draw(); } While the sample code to render a primitive looks like this: basicEffect.Begin(); foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Begin(); graphics.GraphicsDevice.Vertices[0].Set ...Show All
Jehan Badshah Setting RenderState's inside a shader - possible?
Hey all, I've been searching for the last two hours, and I can't seem to find anything. Is it possible to set RenderState's inside a shader Does anyone have any links I can't find anything on MSDN, not even in the HLSL documentation. I'm looking to set these states, if it's possible: GraphicsDevice.RenderState.AlphaSourceBlend = Blend.SourceAlpha; GraphicsDevice.RenderState.DestinationBlend = Blend.InverseSourceAlpha; And their additive counterparts: GraphicsDevice.RenderState.AlphaSourceBlend = Blend.SourceAlpha; GraphicsDevice.RenderState.DestinationBlend = Blend.One; Thanks for the help. Thanks, perfect -- wish they'd make this clearer somewhere in the HLSL docs. ...Show All
prk72 making easy multiplayer game
hi, I would like to create as feature a mulitplayer game and I was wondering how. I have the latest directx, directx SDK, C#, all frameworks,... and a server anybody can help me to good tutorial and tell if I need to use directx SDK for this If you're interested in just the client / server aspect of it, then you should try creating a simple server and then join from a client. From that point, move to transmitting a string. Then transmit a string and do something (server side) based on the content of the string. Using that type of logic will allow you to move onwards and do more involved network coding. If you need a tutorial on how to do this, e-mail me and I'll send you some basic code on how it ...Show All
Helio Gomes Your First XNA Game: Load DDS with Alpha Channel
Hello, just looking at the "Your First XNA Game" tutorial. It mentions using the DirectX Texture Tool to create a .dds file with an alpha channel rather than a .png. Texture2D.FromFile(graphics.GraphicsDevice, "sometexture.dds"); doesn't seem to cut it for the alpha part. I tried putting the following before it: TextureCreationParameters txParams = Texture2D.GetCreationParameters(graphics.GraphicsDevice, "sometexture.dds"); txParams.Format = SurfaceFormat.Rgba32; to force it to use a8r8g8b8 but still nada. Any suggestions Thanks I think its in the DirectX SDK download - that's where the other tools talked about in the tutorials, instructions, help, f ...Show All
amendez C# Lack of pointer confusion
My lights are kept in the main Game class. I register my light sources with my render manager so all of the shaders know which light sources to use. I want to be able to update a light source in the Game class (like sunlight) and it be updated for my shaders. I'm passing the source in by ref, but when it gets added to the Dictionary (which holds the name of the light and the light vector itself) it seems to be adding a copy. When I update the light in Game, it is not being updated in that Dictionary. I am pretty much new to C# but have been programming in C++ for years. In C++, I'd just store a pointer. Thanks // This code is from the shader class m_LightSources = new Dictionary<String, Vector3>(); public void AddLightSource(S ...Show All
lidiya how to get input from various keyboards with directinput
First sorry for my bad english... I want to get input from various USB keyboard, and I need to know from which keyboard I get the keystroke, I prove the directinput objects in VB 2005. This are the code that I use in the declaration section (in this case I use 2 USB Keyboard) Implements DirectXEvent8 Private MiDirectX As New DirectX8 Private MiDirectInput As DirectInput8 'the object to my first keyboard Private diDev As DirectInputDevice8 'the object to my second keyboard Private diDev2 As DirectInputDevice8 ' Private keyState As DIKEYBOARDSTATE Private keyState2 As DIKEYBOARDSTATE Private ManejaEvento As Long Private ManejaEvento2 As Long ------------- ...Show All
Mastroyani GameTime.IsRunningSlowly = True?
My game suddenly slowed down a lot after i added some sprite to my game but i didn't draw them all at once. is there any way to fix this must i use storage or sprite collection found it.. well i was foolish enough to create 9999 object for my vessel's ammo and it turned out that's the main reason it went super slow.. thanks anyway for the thought.. i got some idea from it.. :) It is hard to judge on the words basis only. Sprite collections may give profit at draw call while the best way is to storage all sprites in the single one big image, if possible. The reason may be the lack of local videomemory so after loading next sprite bundle the burden is too heavy and the GPU is forced to use the sytem memory. ...Show All
RichardMW Using source codes
I just downloaded the Quake 3 source code and was wondering how to import it into this program. +1 for Jim :). Talking about making a long story short :). Yeah, I can be long-winded sometimes :P. This is just my opinion, but if you really want to port Quake 3 into XNA, it would be best to start at the beginning with XNA. Get familiar with XNA via creating your own games (remembering to start small like Breakout/Tetris and then expanding up into 3D FPSes and the like). Even then, Quake 3 is C/C++, so there probably won't be any direct "import" that you can do since XNA GSE uses C#. So, more than likely, it would be an intensive process of porting not only from C/C++ to C#, but also the ...Show All
