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Micah Koleoso

Member Since 28 Sep 2007
Offline Last Active Jun 21 2014 01:49 PM

Topics I've Started

Lightgun Shooter Scripting And Theory

29 October 2011 - 06:37 AM

Hello everyone!

I'm looking for information on scripting languages and design information used for creating arcade-type on-the-rails/light-gun shooters such as Terminator Salvation Arcade (http://www.youtube.c...h?v=XDanxhZGKOo) and Time Crisis (2) (http://www.youtube.c...h?v=jXtL5kS5odo).
Specifically, I'm interested in the editing of the scripts used to design sequences and scripting of the actions at each scene where targets are presented and shoot at the player or other predefined events occur.

-Are there any freely available commercial/non-commercial libraries available for developing those kind of games?
-Any websites or specific forums which you could suggest to find out more about this subject?

Greetings.

SOLVED! Problem D3D9 Saving X-Files with multiple Texcoords

02 January 2010 - 04:55 AM

Hello there, I am unable to save a (D3DXF_FILEFORMAT_TEXT) X-File with multiple texture coordinates and kindly request help with this and information on other peoples experiences regarding this limitation. I create meshes with the function D3DXCreateMesh using elements as shown below. Although the X-File is written and viewed OK, it only contains 1 set of texture coordinates. Q1- Is there a correct way to use D3DXSaveMeshToX(...) to save such meshes as X-Files? Q2- What's the commonly used alternative? Do I best save meshes using another SDK and file format (DAE, FBX or custom X-File) and ignore X-Files? I use:
D3DVERTEXELEMENT9 elems[] = {
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
{0, 16, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0},
{0, 28, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
{0, 36, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
D3DDECL_END()
};

and 

HRESULT hrSave = D3DXSaveMeshToX(...) // returns S_OK;




Regards. [Edited by - Hairein on January 3, 2010 7:09:18 AM]

SOLVED! Problem D3D9 D3DXSaveMeshToX, help!

31 December 2009 - 04:54 AM

Hi all, i'm getting HRESULT 0x8876086c (generic error) saving a x-file I created as seen in the source code below at D3DXSaveMeshToX (see end of code listing). - Can anyone correct the code below to allow a save to succeed? The code, error handling and mesh structure have been kept simple for illustration, hWnd is valid and all previous HRESULTs are D3D_OK. Thanks in advance.
	IDirect3D9 *d3d = Direct3DCreate9(D3D_SDK_VERSION);
	if(d3d == NULL)
		return;

	D3DPRESENT_PARAMETERS pp;
	memset(&pp, 0, sizeof(pp));
	pp.BackBufferWidth = 0;
	pp.BackBufferHeight = 0;
	pp.BackBufferFormat = D3DFMT_UNKNOWN;
	pp.BackBufferCount = 1;
	pp.MultiSampleType = D3DMULTISAMPLE_NONE;
	pp.MultiSampleQuality = 0;
	pp.SwapEffect = D3DSWAPEFFECT_DISCARD;
	pp.hDeviceWindow = hWnd;
	pp.Windowed = TRUE;
	pp.EnableAutoDepthStencil = FALSE;
	pp.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
	pp.Flags = D3DPRESENTFLAG_DEVICECLIP;
	pp.FullScreen_RefreshRateInHz = 0;
	pp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;

	IDirect3DDevice9 *device;
	if(d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, &pp, &device) != D3D_OK)
		return;

	ID3DXMesh *mesh = NULL;
	D3DVERTEXELEMENT9 elems[] = 
	{
		{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
		D3DDECL_END()
	};

	if(D3DXCreateMesh(2, 4, D3DXMESH_MANAGED | D3DXMESH_WRITEONLY, elems, device, &mesh) != D3D_OK)
		return;

	LPDIRECT3DVERTEXBUFFER9 vb;
	if(mesh->GetVertexBuffer(&vb) != D3D_OK)
		return;

	float *vertices;
	if(vb->Lock(0, 0, (void **) &vertices, 0) == D3D_OK)
	{
		vertices[0] = -926.0f;
		vertices[1] = 0.0f;
		vertices[2] = -926.0f;

		vertices[3] = -926.0f;
		vertices[4] = 0.0f;
		vertices[5] = 926.0f;

		vertices[6] = 926.0f;
		vertices[7] = 0.0f;
		vertices[8] = 926.0f;

		vertices[9] = 926.0f;
		vertices[10] = 0.0f;
		vertices[11] = -926.0f;

		vb->Unlock();
	}

	LPDIRECT3DINDEXBUFFER9 ib;
	if(mesh->GetIndexBuffer(&ib) != D3D_OK)
		return;

	WORD *indices;
	if(ib->Lock(0, 0, (void **) &indices, 0) == D3D_OK)
	{
		indices[0] = 0;
		indices[1] = 1;
		indices[2] = 2;

		indices[3] = 2;
		indices[4] = 3;
		indices[5] = 0;

		ib->Unlock();
	}

	// save x file
	D3DXMATERIAL *materials = new D3DXMATERIAL();
	memset((void *) materials, 0, sizeof(D3DXMATERIAL));
	materials->MatD3D.Diffuse.r = 1.0;
	materials->MatD3D.Diffuse.g = 1.0;
	materials->MatD3D.Diffuse.b = 1.0;
	materials->MatD3D.Diffuse.a = 1.0;
	materials->pTextureFilename = "white64.png";

// ------------------------
// ERROR result here: HRESULT 0x8876086c
	HRESULT hrSave = D3DXSaveMeshToX("test.x", mesh, NULL, materials, NULL, 1, D3DXF_FILEFORMAT_TEXT);
// ------------------------

	delete materials;

	mesh->Release();
	device->Release();
	d3d->Release();




[Edited by - Hairein on January 1, 2010 9:48:35 AM]

Info on 90s Arcade Cabinet

24 August 2008 - 11:50 PM

Hi all, i'm looking for the name, description and game design information on a 90s arcade machine. It's a 2D birds-eye viewpoint game in which you got to choose an Indiana Jones type of character or a woman in a white dress. I also remember you had a small hand-held crossbow to shoot blue (and other coloured) minotaurs and other creatures. Additionally, you shot small white altars made of bones, which disappeared into the ground once destroyed. Lastly, there was a lava-type level where you had to jump over lava streams. If someone could give me the name, developer or any game information of this product, i'd be very grateful!

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