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Everything posted by Baf

  1. My games is completed. I generated a realase directory and it works on my pc out of the visual studio environment. I only have to click on the .exe But...how can other people play with my game? Someone can help???
  2. thank to all you i tried on my brother pc but it don't works:a massage appears "d3dxd_26.dll not found" or something like this... he plays with a lot of game build on dx and has dx istalled. Does his pc need a dx update? only run time components update or the entire redist of 0ct2005 (32 MB)?????????
  3. hi armadon how are you? i had the same problem that i solved with this function: D3DXVECTOR3 transformVECTORbyMATRIX(D3DXMATRAXA16 * m, D3DXVECTOR3 v) { D3DXVECTOR3 u; D3DXMATRIX A, B, C; A = *m; D3DXMatrixIdentity(&B); B._41 = v.x; B._42 = v.y; B._43 = v.z; C = B * A; u.x = C._41; u.y = C._42; u.z = C._43; return u; } what do you think about? it works for my needs cheers Baf
  4. i created a terrain and i want to move a tank on, but i need stabilization with normals (x and z components) of the terrain. i tried with this: D3DXMatrixRotationX(&rotX, -asin(normalZ)); D3DXMatrixRotationZ(&rotZ, asin(normalX)); normaX and normalZ are the x & z components of the terrain normal at point i'm computing. but it works not ever. in some positions it wrongs and my tank goes "inside" the terrain. Did someone work with something near my problem? can help me? help!!!!
  5. thanks you for answer! but i have the normal i need. i only want to know how to get a rotation matrix for a unit when i have terrain normal for that point. i tried with asin func of the other component to compute the input angle but it works not for all position. why? help help me
  6. Baf

    SI as a tool for creating X files?

    http://www.swissquake.ch/chumbalum-soft/ you can download Milkshape 3D that can export to .x http://nct.digitalriver.com/fulfill/0049.017 for download 3d studio max http://www.andytather.co.uk/Panda/directxmax_downloads.aspx a panda plugin for 3ds max to export .x i hope this helps
  7. i m looking for a way to convert a war3 mdx animated file to a .x skinned mesh i have milkshape 3d but it dont load any animation from the files (i'm sure they have) Help me! my game has only a lot of istances of "Tiny" and itn't a nice thing...
  8. Baf

    Ms3d Animation Blending

    i'm sure MS3D uses akeletal anim but i dont know if it can load them. i tried a lot but each time it loads no joints. you can post questions at http://www.swissquake.ch/chumbalum-soft/forum/ (but i did with no answer)
  9. I have two textures at stages 0 and 1. one is a jpg and the other is a greyscale created texture that represents the shadows. I want to blend them togheter to have colors and shadows at the same time. I dont know how to set the stage state... Help me!!!
  10. I have solved the problem the error was in texture mapping (a "i" written "j" that created the lines) excuse me all i'm so stupid!!!
  11. The last image is after the blending but isn't the result i wanted [Edited by - Baf on September 1, 2005 7:26:21 AM]
  12. I created the jpg textures and the other is for heightmap shadow. They have no dark lines. The lines appears just after blending i dont know why
  13. Hi coders! i want to import mdx files of war3 into milkshape and convert to .x but each time no animation is loaded. I'm sure the files have the anim but i am not able to import them. what can i do?
  14. thanks a lot hi there, i ask help for the two dark lines that appear after the tex blending... someone could?
  15. Original post by Baf ok i trie > [Edited by - Baf on August 31, 2005 10:30:42 AM]
  16. i dont know how to post images...
  17. i think the problem isn't the sampler. how can i eliminate the lines in the rendering?
  18. Thank you very much Armadon it works very well!! Now i need to filter with setting sampler state... Which is the best way? i tried with Device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); Device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); Device->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); Device->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); Device->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); Device->SetSamplerState(1, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); but i see to many lines on the screen
  19. Does someone know a way to compute if the coordinates of an arbitrary point (not a vertex)is in a mesh?
  20. Hi I have only one texture mapped on the tiles: what is better,to create a mesh per tile or 1 giant terrain mesh? or is not possible? i tried with the first method but video card crash...
  21. me again, good coding to all!! reading into DXUT.cpp i understood that buffer settings are in dynamic changes finding a best configuration each time, isn't it? do i think bad?
  22. without any render between beginscene e endscene in 2 programs DXUT main program goes 10 times faster(in fps) than the prog that use a "while" message loop. it means i have to use DXUT?
  23. ok i try i will move the gameloop under SDK DXUT i hope it will go 200fps byebye see you
  24. my blank window fps is 40 (without DXUT) if i add rendering it goes down to 20. with immediate swapping of buckbuffer could it increse? does DXUT use it? vales (latin)
  25. Hi Ace thank you for answer whaz buffer swapping? and why DXUT go faster? cheers
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