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ronnieb555

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  1. Hey guys I have it fixed now!!    To fix it I went into the Hierarchy tab and then selected my model, only the editable poly and not the bone rig. Once I had done that I selected Affect Pivot Only, it then showed me a pivot point which I could then move. I placed it in-between the feet along the floor and now in my XNA project it is centred correctly.   Thanks for all the help guys really appreciate it!
  2. Hi,   I am exporting it as a .fbx, but within 3DSMax when I select my model it then also selects a blank area as if something is there but there isn't. Because of this, the bounding box is twice as big as needed which is then causing the centre to be offset from the actual model.   It is hard to explain so here is an image showing you what I mean.   I hope this helps you understand what I mean.
  3. Hi, thanks for the reply.   According to 3DSMax it is centred because there is something being selected that shouldn't be, but I have tried un-hiding and un-freezing all and nothing shows up yet it is still selecting something that is not attached to my model.   Is there any way you could take a look? I have attached the files to the first post.   I am really new to 3DSMax and this is the first model that I have created and still do not really know my way around the software.
  4. Hi,   I have created a model in 3DSMax and I have gone to import it into my XNA project.   On importing it I realised that the model is not centred upon reopening it in 3DSMax I have found that my model is not centred and when I selected the model a huge selection box is drawn around the model but there is nothing there.   I have attached my 3DSMax file.   Does anyone know how I can centre it or move the centre position?   Thanks.
  5. Sorry about the double post. If anyone still has any suggestions I would be so grateful for them. I have attached the newest version with some changes over the original (the NPC missiles now spawn randomly and fall down, the cities blow up when hit, the npc missiles can now be destroyed by the player rockets. Thanks for any help.
  6. I know you are not familiar with C# but the distance part wouldn't work, I could add it as a Boolean but then I cannot use the .to_i at the end. Also I set the velocity in the main form (Form1) on line 176. When I added everything except the distance parts the bullet would draw but only flash on the screen above and below the cross hair. I have posted this thread on the game programming and general programming threads so hopefully someone that knows how to use C# will help, thanks for your help though Khatharr I will let you know how I get on. If you have anymore suggestions please feel free to let me know.
  7. Hi, I originally posted this in the directx section because I was told by my lecturer that I was programming in directx. Over there I was told I am using C# and that I should post my questions in here. Instead of re-writing all of the problem, here is the link to the other thread. [url="http://www.gamedev.net/topic/625144-could-anyone-help-me/"]http://www.gamedev.net/topic/625144-could-anyone-help-me/[/url] If you have any input/help feel free to post the answer to either this thread or the other. Thanks.
  8. I have managed to implement your method I think, but only up until this section; " [left][background=rgb(250, 251, 252)]*Then during the bullet's update set its X to ((dest_x - start_x) * cur_step) / total_steps[/background][/left] [left][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][background=rgb(250, 251, 252)]*And it's Y to ((dest_y - start_y) * cur_step) / total_steps"[/background][/size][/font][/color][/left] [left][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][background=rgb(250, 251, 252)]Up to there the bullet does not travel across the screen and pops onto the screen only when the player(crosshair) is on the left, top of the screen.[/background][/size][/font][/color][/left] [left][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][background=rgb(250, 251, 252)]I also have a u question, how can I work out the cur_step and the total_step? [/background][/size][/font][/color][/left] [left][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][background=rgb(250, 251, 252)]I have attached the file with your code implemented as best I could.[/background][/size][/font][/color][/left] [left][attachment=8964:Missile Command.rar][/left]
  9. Thanks for the reply. I posted it in this area because I was told by my lecturer that this code was directx, is it not? Would you be able to provide a more simple explanation for the method you have described? This is my first "big" programming assignment and I am fairly new to this type of programming. Thanks.
  10. Hi, For my assignment at University I am required to create an old arcade game, I chose Missile Command. I have some things working in the game but something I cannot get to work is getting the rocket to fly towards the crosshair (the player) and then stop/explode when it reaches the crosshair location. Does anyone know how I can do it? # So far I have the rocket flying towards the crosshair but the rocket is not starting from the base (blue triangle), it is starting at the same X coordinate as the crosshair. My game will be attached to this thread. To get the game to run you will need to change the directory of the images located on lines 113+ on Form1 as I have not found out how to save the image files within the program. If you can help can you reply as soon as possible as I have a deadline that is fast approaching and I am focusing all my attention to this part of the game as it it the most important part. Please ignore the falling missiles from the top of the screen, I am also working on this to get them to spawn randomly across the X coordinates. I have been using Visual Studio 2008 as that is the version used by my Uni. Thanks. Edit: To play the game the controls are set up with W, A, S, D for movement and Space for shooting, I am working on getting it to use the mouse. Edit 2: The Bullet class is the players Rocket (The blue one) and the Rocket class is the NPC rockets (The Red ones).