Jump to content

  • Log In with Google      Sign In   
  • Create Account


rogerdodger91

Member Since 12 Jul 2011
Offline Last Active Jul 18 2014 09:49 AM

Posts I've Made

In Topic: XNA General Help

29 August 2011 - 08:40 AM

A few pointers on loading models to make them show up. First make sure that they are loaded with the FBX importer in the properties window for the model. Then you should set the rasterizer to not cull. If its still not showing then perhaps your model is too big to the point that your inside it, and its outside of the cutting plane, so you should try scaling it down. If it still isnt working, make sure all the matrixs and effects are set appropriately for your model, and camera. And if it still doesnt want to work, perhaps your model got bugged coming out of the 3ds converter.

In Topic: XNA 4.0 Laptop advice and recommendations

29 August 2011 - 08:33 AM

Hmmm well i can play alot of the 2d games on my low end toshiba laptop, which is a 2.1ghz single core amd sempron, with integrated gpu. And i can also render the series 4 riemers tutorial for XNA fairly well at a consistent 60 fps. Im also able to use blender fairly well, but definitely not for sculpting ect. But anything more than that would probably be impossible without taking a serious hit to my cpu.

So i would really suggest if you get a new laptop, to make sure you get a pretty decent one thats multi core and has a pretty good gpu card. You may come to a point where you will want to upgrade to perhaps slimdx, so you can use directx10 and 11. I can not run any of the cool directx11 sdk samples on this laptop, i have to use my gfs hp intel icore3 with integrated graphics in the CPU to render stuff like that.

In Topic: XNA 2D Game Development

03 August 2011 - 06:03 AM

When it comes to 2D games you will find the biggest chore will be the tile sets you use. I dont suggest you use the RPG xna builder thing that was suggested for the reason that it implements scripting, which is hard to understand and takes away from understanding exactly whats going on under the hood. The hardest part about building an attractive and fun 2d game is the art assets. Quite literally you will spend 90 percent of your time doing the art if you dont have artists helping you out. Which sprites are a pain in the ass in my experience. If you want to get a good foot in the door on tile maps. xnaresources.com and riemers.net have really good tutorials regarding xna in general. Although riemers is a bit intimidating for a newcomer in programming. Ummmm some books i would recommend for 2d games would be XNA 4.0 Game development by example which is the author hosts xnaresources.com. Reading the few xna books out there will really help you get a grasp of xna and game development in general. Also if your still new to C# going through the tutorials on Csharp-station.com would be highly recommended.

In Topic: [XNA 4.0] Custom Model Importer and ModelMesh

28 July 2011 - 05:06 AM

You have to import the mesh through a hierarchy. It looks like your going straight from your model right into verticies and skipping the meshparts all together. Even if technically the mesh, and the mesh parts are the same thing geometrically. The data that is stored in each set is different. The mesh holds the global object data like global rotation, translation ect, and the meshparts hold the data that is unique to just them.

You need to store your models in a separate buffer. Then you need to store the meshparts in their own buffer/array. And then from there you take the vertices and then send them into your shader from there.

However, i really dont understand why your doing all this extra work for. I mean, your going from a model that already has the proper vertex buffers assigned ready to be passed into your shaders. taking it apart, and putting it back together again; for what purpose? Anything i can imagine you would need this functionality for. (blowing something up, swapping out armor ect, perhaps even sending in a packet?) is already implemented in more efficient ways.

PARTNERS