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About efilnukefesin

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  1. efilnukefesin

    how to show curser in xna?

    i think this could work: MouseState ms = Mouse.GetState(); then ms.X and ms.Y are your coordinates.
  2. efilnukefesin

    Cyberpunk Tactical/RPG

    the new sprites are definitively a plus! just looking great! anyway, i'm not a real big fan of chibi style...
  3. efilnukefesin

    Basic Collission Detection (2D tile-based world)

    here's a good tutorial (it's in flash, but theory stays the same): http://www.tonypa.pri.ee/tbw/start.html
  4. efilnukefesin

    Pixel Drawing and Performance

    i'm not quite sure how you want to make detailled floor tiles by drawing them pixel per pixel? have a look at this: http://www.gamedev.net/reference/articles/article738.asp also the method evil steve suggests (rendering to two textures of your screen size (backbuffering) and not directly to the screen) is very common i think... for the performance point of view it's surely a bit sick to program 2D in Direct3D, but on nowadays' machines we're still talking about 400 to 800 frames (unoptimised and estimated :-))
  5. in a flat level this would be quite easy, you take a block made with a 3d-modellings software in the format of your choice, uv-map it so that the upper surface has the whole texture on it. for walls and stuff you would need another model i suppose. i'd rather go the other way round: make everything in 3d (so everything in your level is a 3d model with fitting texture) and then make the editor 2d by showing the 3d scene from above.
  6. efilnukefesin

    directx Rotate object

    aaaah the last two parameters are min_viewdistance and max_viewdistance, right! well, for your first problem i think this code could help (as mentioned, i don't know c#, but copying and modifying works for me :-)): device.Transform.World = Matrix.Scaling(handle.XScale, handle.YScale, handle.ZScale) * Matrix.RotationZ(Geometry.DegreeToRadian(handle.ZRotate)) * Matrix.RotationY(Geometry.DegreeToRadian(handle.Yrotate)) * Matrix.RotationX(Geometry.DegreeToRadian(handle.XRotate)); device.Transform.World = Matrix.Translation(handle.X, handle.Y, handle.Z); the important stuff is to first rotate the mesh (and scale, doesn't matter) and THEN apply the world matrix (i think the 'device' object here does it by itself) and to move the world afterwards... it's hard to explain but after some time you'll get this "matrix operation stuff"! when you want influence your textures on the mesh, you'll have to 'uv map' the mesh, this happens in your 3d modelling software. i think in 3ds max it should be named something like "uvw mapping". the point is that every coordinate on your mesh has a x,y,z value, but also a u and v value, this is the position of the 2d-point (from your texture) projected on the 3d-point (of your mesh). it has a floating value between 0 and 1, so that you can use different textures.
  7. efilnukefesin

    directx Rotate object

    hmm perhaps upload it somewhere and post the link? e.g. via some filehoster or own webspace or something. i would say the code isn't necessary because i don't speak c#, but i want to see the output...
  8. efilnukefesin

    how load a level!!?

    so perhaps it would be reasonable to build your level with little objects, e.g. a barrel as own x-file, stairs as own x-file etc. you would need a custom level editor as well for that... that also means you'll need an own level format, where model indizes, positions, lights and stuff will be stored. but many components for x-files have methods which help getting the bounding box (at least the ones i use do), collisions etc...
  9. efilnukefesin

    how load a level!!?

    afaik, lights and stuff are not stored in the .x format, only the mesh itself. try loading the .x-file, you should see something then but lights, physics and so on you'd have to add by programming, using an own format or physics engine i think.
  10. efilnukefesin

    directx Rotate object

    hmm, looks strange... could you provide a test program so that we could see that effect "in action"? the first pic looks correct to me, could it be that the second one is shot inside the model? and what is your 'field of view' looking like? perhaps there is something cut off to the left and right because your fov is too narrow? but normally, the dx-output would be stretched in this case...
  11. efilnukefesin

    directx Rotate object

    so perhaps this can help: http://www.max-realms.com/modules/tutorials/tut_beg.php http://www.max-realms.com/modules/tutorials/normals_tutorial.php?PHPSESSID=61e5e6d5a1528cc519f61571fc1199b2 you'll just have to figure out which plane disappears, this is the plane which could have a wrong normal, which needs to be flipped.
  12. efilnukefesin

    directx Rotate object

    hi! you should open your model again in your modelling program and flip the normal (how exactly that works depends on your modelling program, in blender e.g. it would be "ctrl+n"). so this has (in my opinion) nothing to do with your own program code, but the model itself.
  13. efilnukefesin

    directx Rotate object

    1. could be a problem of the normals, try flipping the normal of the disappearing side of your model to the outside (in blender it's ctrl+n) 2. perhaps you should first do the scaling, then apply the world matrix, then do the rotation and apply the world matrix and as last step do the translation and then apply the world matrix. your code looks like you're doing everything at once. 3. have you done uv-mapping when you have made your model? because it sounds as if you haven't done it. uv-mapping is when you map the 3d-coords of your model to 2d-coords on a texture, it's stored in the .x-file, not made in your program.
  14. efilnukefesin

    DirectX 3d models fileformat

    Hi! I think a common choice for beginners is the ".x"-Format, because many freeware programs (e.g. blender) support it. there are also many libraries (i'm programming with delphi, but i'm pretty sure there are many libraries for cpp or what-ever as well) which do support this format. of course there are many possibilities, but afaik there are many free models for every format.
  15. efilnukefesin

    Starting a program when the computer starts

    you have to add an entry in the registry for that, see below: win xp: http://support.microsoft.com/kb/314866/EN-US/ other windows: http://support.microsoft.com/kb/137367/en-us/ to get the specific functions, you'll need to post your programming language :-D
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