Answer Questions
ironox just starting with errors
I have recently just installed Visual C# Express and installed the xna framework and the xna game studio express. Before that I uninstalled all versions of Visual Studio and uninstalled directx sdk and .net 2. I wanted to start fresh. After the installation I opened a project successfully (MySpacewarWin1). When I try to execute this sample program I get an error saying that the method call is invalid for drawDepthBuffer = new DepthStencilBuffer (graphics.GraphicsDevice,FixedDrawingWidth, FixedDrawingHeight,pp.AutoDepthStencilFormat, pp.MultiSampleType, pp.MultiSampleQuality); if I comment this off a new error occurs at graphics.GraphicsDevice.Clear( ClearOptions .DepthBuffer, Color .CornflowerBlue, 1.0f, 0); with the same prob ...Show All
Airan XACT cannot play wave file
In the Wave Bank,I select a wave file and click it by mouse right button. It does not play the wave file and appear some error message as below: Connection to the auditioning server has been lost. My wave file is called engine_2.wav comes from the directory of "MySpacewarWin1\Content\Audio\Waves\Ships". The MySpacewarWin1 is the project(SpaceWar windows starter kit) created by the XNA wizard. Did you start the XACT Auditioning Utility first [moved to xna forum] Did you launch the Audio Console Application ...Show All
Batisse making graphics for ur games?
will XNA come with a graphics maker like MAYA If not, can someone give me links to what software to download to make graphics for my games thank you XNA Game Studio Express does not include any tools to create graphics for your game, it will ship with the XNA Framework Content Pipeline which helps you consume those in your games. There are some tools listed on theZBuffer at http://www.thezbuffer.com/categories/tools.aspx and you can use just about anything to create your 2D art. Thanks! The SDK is for developers wanting to write plugins or extend the program, you'll want just the Milkshape 3D download. Thanks! ohh im srry i hadnt seen that topic, but i want to ask you a quick questi ...Show All
KFrostILEM Draw() called before Update()
I noticed Game.Draw() is being called before Game.Update(), which doesn't (seem to) make sense. Is there any suggested way of dealing with this If Update() is supposed to, umm, update the state of the application to a certain local time, before the first Draw() there is no state ready to be painted to speak of. We're taking a look at this to see if it's something we want to guarantee or not. Without looking at the code, I would guess this is due to WM_PAINT being called when we show the window and we explicitly call Draw for this message so that your game won't exhibit the "ghosting" that can occur when you drag or resize your window, etc. As others have mentioned, it's a good idea ...Show All
creaturita (Clip) Plane transform?
Hi all -- I'm porting a water shader to XNA, but first I need to get my clip planes right. I noticed we still need to unproject the plane from camera space to world space, but I cannot find a method that actually allows to transform a plane! Like the MDX Plane.Transform method used to do. I tried to transform 3 world points with the inverse of my world*view*proj matrix, and create a plane including these points, but no luck. You should calculate the world space plane from your vertices (using your model's local->world transformation matrix, which is what you seem to already be doing) and then transform the coefficients of that plane by the inverse transpose world*view*proj matrix. (The world matrix in this case is an additi ...Show All
Doug Marquardt DirectX10: Graphics, sound and input
This question might be asked before few times, but i heared different answers on this. I thinking of stopping my DX9 project and start with a DX10 project. Cause DirectSound and DirectInput are still DX8 i want to know if there are plans to implement a new Sound and Input subsystem in DX10 (native code) If not ... Will these subsystems (DSound8 / DInput8) keep existing or not Should we use 3the party libraries to replace them Does vista have libraries that can replace these subsystems and might be better to use I have been looking into xact but its not 64bit compactible (yet ) Conclusion: Whats the best way to develop sound and input systems that are fully vista compactible (no xp support needed cause DX10 is not xp com ...Show All
Lord Raoul Managed 3D API for CAD-like software
Now that XNA is out the door and Managed DirectX is more or less a discontinued product what are you telling people that need a managed 3D API for software that is not gaming related We started to develop a CAD-like software package for house automation and used Managed DirectX. Now it looks like MDX will not see any updates in future (DirectX 10 ). We wouldn't want count on an API that is bound to die (or to become outdated). But XNA Framework on the other hand doesn't seem to be the right API for the job either since it seems to be too much tailored for gaming. What is Microsoft's message here Managed 3D graphics is only reasonable in casual gaming area (XNA) or simple Datavisualization (WPF) For everthing outside that, better stay u ...Show All
Deerhake44 Copying between textures
Hi, I am currently working on a tile map engine and need the ability to build a texture (map) from my tile set which is a texture with all my tiles contained within it. I have been able to create a new texture but cannot see how I can copy sections of my tile set into this texture. If someone could give me some pointers, it would be much appreciated. TIA, Andy LeeC22, Thanks for the support I also looked into UpdateSurface and SetRenderTarget but just could not fathom out the complete solution. I have written games before under different platforms (GAPI etc.) and copying sections of bitmaps to other bitmaps was key to game programming so I am hopeful somewhere inside the XNA framework is ...Show All
Sc0tty Any other parameter of EffectEdit.exe ?
After read the HLSL workshop in DirectX c++ document. I found Effectedit is a very good tool to learn HLSL. In the workshop .fx file, We can see that there is a string parameter "Environment" to set the Environment Map parameter.But I can not find any information about string parameter "Environment". In the help file, there are only information about string parameter "BIMG","XFile". I want to know : are there any other "parameter" of EffectEdit.exe PS: In the latest SDK ,there is not "EffectEdit.exe". can open <> can work. Please try to open the fx files of HLSL WorkShop. You can not do as the HLSL Workshop tutoria ...Show All
Juvraj Mech commander 2 question
i built the MC2 project and decided to play it all the way through. i bought the game in ages past and love it, so i wanted to play it again before i dive into the source code. there seems to be an issue with the mission 17 .abl file. it crashes with an error about fadetocolor at line 755 having an integer out of range. i looked at the numbers in the mission file and they were within a normal long int range. i changed them to be within a short signed int range just in case, but that didn't help. has anyone else seen this problem my appologies if this is the wrong place for this question. Sure there is. I run it using completely VC6-built binaries. Just unpack the src on a box you can " ...Show All
AnonymousI Course of Action; PLEASE READ AND REPLY!!!!!!!!!!!!!!!!!!!!!!
what should my course of action be on my game i've got all the storyboarding done, what should i do next someone please map out for me, what my course of action should be. my game is going to be about a man who is stuck in prison in africa after an alledged murder that he committed, and he must escape to his freedom, from the imprisonment of being falsely accused. he will also help some of his friends out, back to the U.S. back to their families. PLease Help Sincerely, T2TD P.S. im not trying to encourage the act of escaping from prison, its just and idea i sprouted. And then when you've completed what the other guys mentioned, the next step is to add at least 25 exclamation p ...Show All
Tom25 Collision Detection in 2D?
I am trying to make an event where if two 2D sprites collide with each other. like this... if (sprite1 and sprite2 collide) } //Event } Check out the articles here . You could: a) give each sprite a collision Rectangle and test whether those two rectangles intersect. You could extend this by giving each sprite multiple Rectangles and testing whether any of them intersect. b) use circles instead of rectangles above. c) do pixel-perfect collision (I'm not sure how this is done but some have done it in XNA pretty easily I think). Probably worth checking out how Gary Kacmarcik did it in XNAExtras here. Maybe if you don't even want to write your own then that link will help you out a lot ;) You could have your collis ...Show All
Escimo please give me some advice to solve the problem!
I'm a new with directx, and I'm using directx to achieve volume rendering , in my project there are many slices should to be rendered in order to make the subject looks more real. the problem is when using "back to front" order to render those slices and blending them in frame buffer ,the frame rate is low. the main reason is every pixel in any slice take alpha blending with frame buffer though most of them are not seen in the final screen because the "front" slices "block" the "back" slices. can someone give me some advice to solve the problem thanks! ...Show All
Pipz Dual weilding mice
I've had this windows programming question for a while now, and now that XNA is out I'd really like to know if it is possible. If I plug a second mouse into the computer (lets say both are USB) is it possible to isolate one from the other Kind of like a "player 1 mouse" and a "player 2 mouse " I had a game a long LONG time ago that allowed you to plug in two mice to the same computer for two player action but it was a DOS based game. Any ideas on how to get this in Windows I could be wrong, but i don't think Windows allows this. Both mice would control a single mouse pointer.... To do this on XNA you must make a Gamepad driver for windows... Xna can take lots of gamepad but ...Show All
ambe .X features supported in XNA?
Hi, I'm currently working on a .x exporter for XSI with shader support. However I have some questions regarding exactly what features are supported in XNA. Setting the technique in the .x file does not seem to work: EffectParamDWord { "technique"; 3; } XNA always renders using the first technique in the shader, unless you manually set it with Effect.CurrentTechnique :( Also what part and version of DXSAS is supported It would be nice if semantics used in e.g. FxComposer just worked with XNA, e.g things like: float4x4 WorldIT : WorldInverseTranspose; float4x4 WorldViewProj : WorldViewProjection; float4x4 World : World ; float4x4 ViewI : ViewInverse ; Or do you have to manually parse all effect param ...Show All
