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About SquareDanceSteve

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  1. I'm using 3ds max 2009 and the included fbx export plugin. I'm importing to into XNA 2 using the content manager set to SkinnedModelPipeline. The bone's scales appear to be distorted and irregular. Character mesh exported without bones. Character exported with bones using the SkinnedModelPipeline and rendered using the skinned mesh sample. Does anyone have any ideas what is causing this?
  2. SquareDanceSteve

    Interactive Grass (Titan Quest)

    I had to run through a dozen videos or so, this video looks like like it's from some sort of mod for titan quest. You can see the grass movement pretty well when the scorpion surprises the player.
  3. I haven't started on my own implementation of interactive grass yet. I'm wondering if anyone else has implemented interactive grass like the grass in Titan Quest and if so, could they point me in the right direction?
  4. SquareDanceSteve

    Authentic Engine Audio

    It turns out that the only thing worse then programmer art is programmer sound. My game very accurately models automotive power trains, it includes engine rpm, power band, gear boxes, rear axles and wheels. I have good input, I need tips or outright help with making authentic sounding output.
  5. My game is a transport puzzle and maze. Please try my demo and give feedback. You can download the demo at www.stevemata.com and if your interested in making puzzles for it, send me an e-mail otherwise just leaving feedback would be more then enough.
  6. SquareDanceSteve

    failed timeBeginPeriod (api, winmm.dll)

    I made a second window for my game that tracks performance. One of the things it tracks is the time elapsed between frames. It usually returns 16ms or 32ms and sometimes 48ms, that's very poor. 16ms is only 62 frames a second and 32ms is only 31 frames per second. That's poor precision, alternating between 16ms and 32ms forces animation speed's to vary frame by frame. I tested first by setting the ms precision to 1ms. It continued reporting 16 and 32. I then set the precision to 48 and the graph continued to report 16 and 32.
  7. timeBeginPeriod affects no change on my laptop's timing precision, does any one know the cause or how to fix it?
  8. SquareDanceSteve

    Star Horizon Compatibility & Combat Test Feedback Release

    No shaders. Do you have directx8.1?
  9. “Star Horizon” Compatibility & Combat Test Feedback Release This release is intended to be only a compatibility test and combat feedback dialog. • No Powerups • No Levels Green team vs. Red Team, you are on green team. I am interested in issues with compatibility; if the ships don’t look right please post a screenshot and your system specs. If it doesn’t start, please post screen shots and any info you might feel would be helpful. I am also interested in the combat experience, do the ships perform and behave as you would expect? Note • If no red ships spawn at start, shoot some green ones, and red ones will spawn. • The health bar does not work yet. • Sound does not work yet. (But you may enable it by changing false to true for the soundfx command in the options.txt contained in the root game folder) Trouble Shooting • If you get an automation error or the game freezes. Go to the options.txt contained within the root folder and Change the full screen value to false. Download Clicky Download Clicky
  10. SquareDanceSteve

    (RESOLVED) DX8, loading a vertex buffer into a D3DXmesh

    Resolved: Im using vb and I didnt relize that the getVertexBuffer instruction returned a "pointer" (vb dosnt have pointers so its sorta like a reference i think) alright its fixed. Smooth keyframe animation with xfiles done!
  11. How would I go about loading a vertex buffer into a d3dx mesh object? *Edit* I have already made the vertexbuffer I would like to move it into the mesh object. (or if possibly could I simply load my data into the mesh's vertex buffer?) [Edited by - SquareDanceSteve on January 9, 2006 3:31:48 PM]
  12. SquareDanceSteve

    Zero drag space AI

    In my 2d space game I am having issues with getting the ‘bots’ to throttle speed realistically. My game uses realistic zero drag physics (its space). Right now the bots tear ass at the player shooting, zoom past turn around and fly back at the player and repeat. It’s impossible to dog fight when the bots fly like that and it’s simply not fun. There is no speed limit to the ships just acceleration and fuel constraints. I am using a relative velocity calculation combined with a distance calculation, but it just doesn’t seem to be working right. Anyone have any tips?
  13. SquareDanceSteve

    DirectX7 SDK lost forever?

    tada http://www.indiewiki.net/directx/
  14. SquareDanceSteve

    Quake3 Map Renderer

    I am interested in writing a quake3 map renderer and I am curious as to where i would start, i dont know anything about q3 map files.
  15. SquareDanceSteve

    Direct3D 8, Setting Texture Transperency!

    After much consideration I am willing to give up on combining colorization and bumpmapping. 'Opacity Control + Colorization + Alpha Channel - bumpmapping .SetRenderState D3DRS_TEXTUREFACTOR, D3DColorARGB(Alpha, Red, Green, Blue) .SetTextureStageState 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE .SetTextureStageState 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE .SetTextureStageState 0, D3DTSS_ALPHAARG2, D3DTA_TFACTOR .SetTextureStageState 0, D3DTSS_COLOROP, D3DTOP_MODULATE .SetTextureStageState 0, D3DTSS_COLORARG1, D3DTA_TEXTURE .SetTextureStageState 0, D3DTSS_COLORARG2, D3DTA_TFACTOR thanks for walking me through this guys, I really apreciate it.
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