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About CoOlDud3

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  1. CoOlDud3

    Drawing A Rectangle In SlimDX

    Thank you I'll look into it :)
  2. CoOlDud3

    Drawing A Rectangle In SlimDX

    Which of the two (SlimDX, SharpDX) is the best option for now? Because I think I'm stuck due to lack of tutorials on SlimDX.
  3. Hi, After tutorial 3 of SlimDX main website I am confused on index buffers. Can anyone write me some c#/Slimdx code on how to draw a rectangle using vertex and index buffers in slimdx so that I could practice on it further more. I'd be greatful for your kind help   Regards, Rayyan Tahir
  4. CoOlDud3

    3DS Mesh Reader

    Finally a .NET Wrapper. Thankyou!
  5. Hi, I have been browsing the internet and found this: http://www.spacesimulator.net/wiki/index.php?title=Tutorials:3ds_Loader. It is a tutorial on writing a loader for a mesh object stored in a binary file with extension .3DS. But it is implemented using C++. Can anyone implement it in c#.net? Or tell me how? I want to use it for my game using SlimDX. Any help will be appreciated.   Regards, Rayyan Tahir
  6. Never Mind. Found The Problem. I forgot to call Terrain.LoadContent(Content, Vector3.Zero) in LoadContent Function of Game1.cs Class
  7. Hi, In my Xna 3D Game. I made my own Terrain.cs Class in which I did the follows:   class Terrain { String LocationOfFile; GraphicsDevice Device; Viewport Viewport; Model Ground; Vector3 Position; Matrix World = Matrix.Identity; public Terrain() { } public void Initialize(GraphicsDevice D, Model Mesh, String LocationOfFile) { Ground = Mesh; Device = D; this.LocationOfFile = LocationOfFile; Viewport = Device.Viewport; } public void LoadContent(ContentManager Content, Vector3 Pos) { Ground = Content.Load<Model>(LocationOfFile); Position = Pos; World = Matrix.CreateTranslation(Position); } public void Draw(SpriteBatch spriteBatch, Camera.Camera Camera) { Matrix[] Transformations = new Matrix[Ground.Bones.Count]; Ground.CopyAbsoluteBoneTransformsTo(Transformations); foreach (ModelMesh Mesh in Ground.Meshes) { foreach (BasicEffect effect in Mesh.Effects) { effect.EnableDefaultLighting(); effect.View = Camera.View; effect.Projection = Camera.Projection; effect.World = Transformations[Ground.Bones.Count] * World; } Mesh.Draw(); } } }   And from my Game1.cs Class I did this:   public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Camera.Camera Camera; Terrain.Terrain Terrain; Model Land; public LifeAsWeKnowIt() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { graphics.PreferredBackBufferHeight = 600; graphics.PreferredBackBufferWidth = 800; Camera = new Camera.Camera(this.GraphicsDevice, Vector3.Zero, new Vector3(0.0f, 20.0f, 0.0f), 1.0f, 1000.0f); Terrain = new Life_As_We_Know_It.Terrain.Terrain(); Terrain.Initialize(this.GraphicsDevice, Land, "Terrains\\Land"); base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); Terrain.Update(gameTime); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); Terrain.Draw(spriteBatch, Camera); base.Draw(gameTime); } }   But when I try to draw my Terrain Object derived from Terrain.cs Class I get the following error:   Object Reference Not Set To An Instance Of An Object In the Terrain.cs Class on Line "Matrix[] Transformations = new Matrix[Ground.Bones.Count];"
  8. CoOlDud3

    Mesh Format Confusion

    Oh! You are the Alin guy who made that DirectX Exporter for 3DS Max. I've been using your exporter for a while now and I gotta say you've done a great job. But I am experiencing an issue while using it. After exporting a flat plane mesh with grass.png texture on it. When I load the mesh in my DirectX9 game. The object shows, but without the textures. Can you please guide me :). 
  9. CoOlDud3

    Mesh Format Confusion

    Thank you for all the helpful details. Can you provide any good resources that could teach me the process of creating my own mesh format, and building an import library for it in DirectX?. I'll appreciate It.
  10. CoOlDud3

    Mesh Format Confusion

    I have two questions:   1) Which Mesh format do the professional 3D game developing companies (EA Games, Ubisoft, Rockstar Games) use?   2) Are there libraries available for DirectX 9, 10 and 11, to make the process of importing mesh in that widely used format easy?
  11. According to the MeshConvert.exe Project when we input the "filename", It's the same as "filename" in the function D3DXLoadMeshFromX(L"filename.x", ..........);   You are right the parameters should be correct! 
  12. meshconvert /x "C:\Terrain.obj"   Gives me "Cannot Load Specified Input File".   I believe a part of it would be correct if I try this way: meshconvert /x input "C:\Terrain.obj"   But then this gives me: "Too many input files provided: C:\Terrain.obj"
  13. This didn't work I get this message: "Too many input files provided: C:\Terrain".
  14. Hi, I have a Terrain.OBJ file in the location "C:\". I want to convert it to Terrain.X using MeshConvert.exe so that I could import it in my DirectX Game. But when I input this:-   >meshconvert /x input C:\Terrain     I get a message saying: "Too many input files provided: Terrain".   Can anyone tell me the correct way of doing this PLEASE? .     
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