Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

102 Neutral

About dashrush

  • Rank
  1. Please reply my PM
  2. So thats a nono on Floats? And no. I'm not scaling it, I just increased the size in photoshop to give a better view of what was happening (Thats what the sprite looked like in game) Edit: I know how to describe whats happening now. It's like the image is overlapping itself causing it to look "Scrunched" together.
  3. Well, the eye, and most of the body. Things are all, i guess wrinkled in places. And no I haven't. How can this be done?
  4. I am making a 2D game engine, and am currently in the phase of testing certain things. Today, I was testing sprite movement. Now, it moves just fine, except for certain points, on the screen, where the sprite appears to get a vertical line through it, that distorts the sprite. My program is in a non fullscreen window, and I have D3DPRESENT_INTERVAL_ONE turned on, so I don't know what could be causing it, or how to remove it. Could someone give me a hand with whats going on, and how I can solve it? Picture of effect:
  5. Is there any way I get get the individual colours of pixels that make up a LPDIRECT3DTEXTURE9, to be used for 2D per pixel collision. Or is there any tutorials that can tell me how I can achieve the 2D per pixel collision, I need
  6. dashrush

    [code]X file not loading textures

    That actually worked! Thank you! I renamed the folder appropriately to media and sorted it out alittle bit. It's all good in the hood now. Thank you for your help!! How would I accomplish the same effect for the release build though?
  7. dashrush

    [code]X file not loading textures

    1. It prints out "sunset.png" 2. VS 2010 3. From the debugger 4 Projects/(My solutions name)/(My projects name) 5 Debug/(Project Name).exe And then models is in Projects/(My Solution name)/(My Project Name)/Models Projects/(My Solution name)/Debug/Models
  8. dashrush

    [code]X file not loading textures

    It's pretty much the default, with some Folders for the models and it didn't work lol.
  9. dashrush

    [code]X file not loading textures

    So, I just put the Models subfolder in the working directory, and it'll work?
  10. dashrush

    [code]X file not loading textures

    I have them all in a subfolder, how would I set it up to include that in the working directory
  11. I exported an X file from 3DS max using the Panda X exporter. The X file loads just fine on my machine when I tick on the "Use full file path" in the textures tab, which causes it to point directly to it using the path on my hard drive. That works fine, until my other programmer wants to use it on his computer. Because it is pointing to a place on my hard drive in the X file, it can't find it on his drive. So I tried doing it without that option in the file, which means it is just Material Material_#26 { 0.006275; 0.006275; 0.006275; 1.000000;; 96.078431; 0.449020; 0.449020; 0.449020;; 0.000000; 0.000000; 0.000000;; TextureFilename {"ground.png";} } Material Material_#25 { 0.467451; 0.467451; 0.467451; 1.000000;; 96.078431; 0.449020; 0.449020; 0.449020;; 0.000000; 0.000000; 0.000000;; TextureFilename {"sunset.png";} } Which means it should point to the textures in this file, because they are all in the same folder right? But of course, wrong. Here is the code I use to load my models void Model::LoadModel(LPDIRECT3DDEVICE9 dev, LPCSTR file) { Position = D3DXVECTOR3(0,0,0); Rotation = D3DXVECTOR3(0,0,0); Scale = D3DXVECTOR3(1.0f,1.0f,1.0f); LPD3DXBUFFER bufMaterial; D3DXLoadMeshFromX(file, D3DXMESH_SYSTEMMEM, dev, NULL, &bufMaterial, NULL, &NumMaterials, &mesh); D3DXMATERIAL* tempMaterials = (D3DXMATERIAL*)bufMaterial->GetBufferPointer(); Materials = new D3DMATERIAL9[NumMaterials]; Textures = new LPDIRECT3DTEXTURE9[NumMaterials]; for(DWORD i = 0; i < NumMaterials; i++) { Materials = tempMaterials.MatD3D; //Get material info Materials.Ambient = Materials.Diffuse; //And make the ambient the same as diffuse OutputDebugString(tempMaterials.pTextureFilename); if(FAILED(D3DXCreateTextureFromFileA(dev, tempMaterials.pTextureFilename, &Textures))) { MessageBox(GetHwnd(),"Null","null",MB_OK); Textures = NULL; } Textures->SetLOD(GraphicsLevel); } } It tells me that it is NULL each time, meaning that something is preventing it from opening. Can someone give me a hand?
  12. dashrush

    XAudio2 help

    That did the trick. Thank you! Now I just need the regular version for SFX. But I think I'll try to make my own version based on this
  13. Can someone refer me to the secret tutorials of XAudio 2, or give me some simple hits or examples of how to play wave and mp3 files. I would like to use XAudio 2 for my project, but the "Tutorial" I can find, makes about as much sense to me a latin does to a dog. Very vague instructions. So, can someone give me some help with it? I've already tried using the streaming example, and it blew my eardrums because I made an error somewhere. It'd be great to have a decent reference on how to use it. Thanks in advance
  14. Thanks for the help guys. I got it. It was rip-offs point that made me realise, that my statemanager wasn't actually adding anything to the manager, because it was global or static or something. It'd just run init of the next state, then who knows what. I got it fixed by through some weird guessing steps. Basically, I just made a gamestatemanager in my Main cpp, and made an accessor method to it, so it could be used within my gamestates. Works like a charm now
  15. It seems the state runs fine, but for some reason, I can't get it to remove the Graphics device from the window. The introstate graphics always goes over the menustate one. I might have to just re-think how I do this
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!