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Need some information...

Last post 29/06/2009 21:41 by Talbot. 5 replies.
  • 27/06/2009 21:39

    Need some information...

    Hey everyone.

    I have got a couple questions relating to the art side of XNA.  I know a lot about 3d game art and work a lot in 3ds max and the UT3 Editor but I'm unfamiliar with XNA.  To make it simple I'm just going to list my questions instead of making a paragraph.

    1.  How are 3d assets that are made in 3ds max imported into XNA?
    2.  How do I make and add materials to put on the imported geometry?
    3.  Is there a way for artists to visually edit the game without code?  Sort of like a map editor?
    4.  How is lighting done?

    I have more questions but they sort of depend on the answers to those... so I'll see how this goes.

    Thanks for the help!

  • 28/06/2009 13:14 In reply to

    Re: Need some information...

    Talbot:
    1.  How are 3d assets that are made in 3ds max imported into XNA?

    Exported to .FBX or .X and loaded through the Content Pipeline. Or you can write your own import/export scripts if you're really brave.
    Talbot:
    2.  How do I make and add materials to put on the imported geometry?

    Put the materials on them in your art program and cross your fingers they make it through to your game. I've had some problems exporting from Blender into XNA, but eventually got most of them working (search around for some threads on this topic).
    Talbot:
    3.  Is there a way for artists to visually edit the game without code?  Sort of like a map editor?

    Nope. Unless you write it yourself.
    Talbot:
    4.  How is lighting done?

    Shaders are used to draw the models. There's no limit to the kinds of cool effects you can do with shaders. If you want shadows then you'll have to do that yourself also as there is no built in support, but there are a bunch of helpful tutorials and samples to get it working.
    "No programmer can pick up a TV remote without thinking what it would take to add a stun gun. [...] Their motto is 'if it ain't broke, it doesn't have enough features yet'" - Scott Adams, The Dilbert Principle

    The signature that was too big for the 512 char limit
  • 28/06/2009 16:38 In reply to

    Re: Need some information...

    1) Typically, you use the Autodesk FBX exporter, or the kW X-porter. There is built-in support in XNA for importing those two formats.

    2) Typically, you put a Direct3D Effect file (.fx) on the model in the 3D program, and configure it there. Then you have your game code/engine configure those Effect files appropriately when rendering.

    3) No; XNA is a low-level library with no support for higher-level constructs like "levels."

    4) Lighting happens based on the code that calls the effects that are in the models. If you want shadows, then your code needs to implement shadows. If you want reflections, then your code needs to implement reflections. Etc.


    If you want a GUI-based game builder for XNA, you can try out Blade3D, which is $15/month. It has a very nice editor, but it was still a little immature in the XNA/Xbox support department last I tried it.

    Jon Watte, Direct3D MVP
    Tweets, occasionally
    kW X-port 3ds Max .X exporter
    kW Animation source code
  • 28/06/2009 17:42 In reply to

    Re: Need some information...

    Thanks for the help guys!

    I have another question.

    Would you recommend using the TorqueX Engine?  I think that is what I'm look for as far as a visual editor.
  • 29/06/2009 18:44 In reply to

    Re: Need some information...

    Mabye I am wrong, but it seems to mee that you are more interested in level editing than in programming. But with XNA you can not create games without programming. Creating levels is only one small part of the process of making a game. 
    It maybe better for you to stay with UT3 or other level editor. If you think of yourself rather artist than programmer with good level editor you make more likely something other people will enjoy playing.
  • 29/06/2009 21:41 In reply to

    Re: Need some information...

    I'm not going at this alone... I have a friend who knows how to program but isn't familiar with xna.  I'm just trying to figure out how the Torque engine works with xna.  For example, if you are making a game with torque and xna... do you have to have both open at once?  Also, are there any tutorials for the Torque engine with XNA?  All I keep finding are torque tutorials that are for a version without xna.
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