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About eloadrin

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  1. Bullets won't shoot up or down

    Take a look in your keylistener and shoot functions for player. Change the else ifs to just ifs, because what is happening there is that if you press right and then press and hold down, it will not shoot down as well because of the else clause.
  2. skybox - issue with not working

    In your 3d editor you need to inverse the normals of the faces inside you're cube. This will allow the inside faces to be appropriately lit.
  3. Ask how to delete in SDL

    What could do is use delete to remove that instance of the coin after collision detection, which in turn calls the destructor of your coin class. From there what you want to do is use SDL_FreeSurface() and pass in the surface of the coin to free it from memory and uninitialize any variables and/or delete any other objects that may be contained in that class. That is an overly simplified explanation, but SDL_FreeSurface() is the SDL function you are looking for to free up an SDL_Surface. Just look up the documentation to get the full description.
  4. Win32 WinClassEx Help

    SiCrane is right, also there is a minor mistake in your code here: [code] wcex.lpszClassName = "MyWndClassEx" wcex.hIconSm = LoadIcon(NULL, IDI_APPLICATION);; [/code] It should be: [code] wcex.lpszClassName = "MyWndClassEx"; wcex.hIconSm = LoadIcon(NULL, IDI_APPLICATION); [/code]
  5. Quote:Original post by jpetrie My advice to you would be to keep in mind that the tools you use are largely irrelevant. While you might learn the tools that are in use today or were in use a few years ago, don't place too much weight there -- instead, focus your efforts on the classes that are more theoretical in nature, and/or spend your time really trying to dig in to the why and the fundamental underlying concepts of the tools that you're being taught. I totally agree. It's how you use the tools at hand with your knowledge of the subject that affects your work, and not what tools. Although it is important to understand how your software works, in the end it's only to help speed up the creation process.
  6. Well to start off, there should be a parent null controlling the entire skeleton. If you want to move the entire skeleton, simply grab this null and position it where you want it. You could possibly try scaling the parent null as well, to see if it scales all the bones correctly, but you may still get a wonky animation. You could always try selecting the bones and changing their bone size parameter, although I don't know if this can be done in Blender, I know it can be done in XSI. As for the change in position, that is most likely your parent null.
  7. The price of a normal one machine license from Autodesk is in the thousands, but you can get student licenses which are approximately 500$. In my last year of my Animation course I bought Softimage at Studica.ca for 600$. Not only that, but you can most likely access the computer labs anytime you need them, which is convenient if you live on campus or close to the school. Besides those softwares, the only other software I can see that you will meet in your program that you could look into is Adobe Premiere or Encore for post production video editing. Besides that, you seem to be well on your way. Any other software will be very similar to the ones you are looking at now, it's just a matter of simply learning the interface and shortcuts for that program.
  8. 3D Studio Max vs. Maya

    Quote:Original post by zer0wolf Quote:Original post by eloadrin Wow, what really bugs me is that no one EVER mentions Softimage XSI. It is just as good as Maya and Max and is definately better for animation. It also has a pretty intuitive and simple UI. No one seems to ever give credit to XSI as it is also a pretty powerful tool. You can even use their XSI Modtool for free to test it out. Softimage XSI is certainly a contendable package, but you're kinda coming across as fanboyish here. Making statements such as "is definately better for animation" makes it seem like you've forgotten that packages in general have evolved over the past, you know, decade. Softimage XSI is certainly cool and does have a lot of great features and capabilities. The problem with the tool, however, is marketing. Max and Maya have very, very recognizable names. Max and Maya have penetrated a large amount of the development market and will continue to do so for quite some time because people stick with what they know. They also have incredibly third party backing as far as plug-in developers are concerned. Why would somewhat want to use a package that admittedly has an impressive feature set, but as very little (relatively) market penetration and support? The reason there is so little information and useful tutorials out there is simple. Why would you spent your time developing training materials for a package that doesn't sell as well? People make training materials for Max and Maya because that is where the market demand is. I have to admit, the "is best for animation" was a bit fanboyish. But the truth is that SoftImage XSI is the leading software in the industry. Most of it's license holders are from the industry and rarely just regular users such as you and I. On the otherhand, a lot of the license holders for Max are non-professionals. So this would have to do with the demand in support, but definately not market penetration. But like everyone keeps saying, it is true that it depends what you prefer, and which software puts you at ease. So in an ideal situation, it would be best to download demos of multiple modeling packages, and test them out. What ever suits your needs best and is in your price range, then that is the one you should go for. Also, keep in mind that modeling packages usually have greater strengths in different areas. The reason why I said, it XSI was the "best at animation", is simply because it is geared more towards animation while max is more towards polygonal modeling. But anyways, the point is, try all of them, and pick which you like best. In the beginning, my point was really to make sure people don't forget about software like XSI, as it is clearly my package of preference :).
  9. 3D Studio Max vs. Maya

    Quote:Original post by Kwizatz In General (meaning non Version Specific issues) I find that the availability of tutorials and learning materials is lacking, what is out is sometimes too basic, or not very gamedev specific, I am not saying there is absolutely nothing, but when you browse places like The gnomon Workshop or just search amazon for a book with non software specific phases "character modeling", "modeling for games" and so, you will find yourself buried under Maya or 3DS Max books, with maybe one or two outdated non-game specific XSI books. Hopefully this will change, at least there are a couple of DVDs by Noesis Interactive. You are right, the resources are extremely limited online or in books as a matter of fact, but like I've mentioned, people haven't regongnized XSI which is out there which has also been as old as Max. So if there isn't too many people who know about it, then not too many are willing to sacrifice time to share their knowledge with it. As for game related tutorials I have found decent tutorials before, the only problem is they were korean, they are out there, just hard to find. And as a final note, yes I agree that the full price to upgrade really sucks if you missed the pre-order sale, that is one thing I don't really like about it either.
  10. 3D Studio Max vs. Maya

    Wow, what really bugs me is that no one EVER mentions Softimage XSI. It is just as good as Maya and Max and is definately better for animation. It also has a pretty intuitive and simple UI. No one seems to ever give credit to XSI as it is also a pretty powerful tool. You can even use their XSI Modtool for free to test it out.
  11. Built in model editor

    Well, if you really wanted to do it in a model editor, you could always get Poser. It is rather expensive therefore not the best solution. But, it does do all that and change hair styles, body proportions etc.
  12. making textures for 3d models

    Well first off, you usually want to create and export your UV map from your model into an image. Then, you can paint it in Photoshop or Painter, and then you can apply it as a texture map onto your model. Here's a great tutorial for 3ds Max users: http://www.3dtotal.com/ffa/tutorials/max/UVW_mapping_an_object/UVW_mapping_an_object1.asp