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  • Re: combine multiple models at load time and rotate, translate as one

    hang in there!    Post your draw code (use the "format code block" button, fourth from the right).  I'm sure that this can get worked out here,   If you can place everything so you've got a decent cabinet till it gets rotated, its probably something simple like a transform out of order or something ...
    Posted to Game Algorithms (Forum) by Byron Nelson on 11/20/2009
  • Re: Where are you based?

    I'm a transplanted Arkansan living in San Sebastian, Spain. Best,Byron
    Posted to General (Forum) by Byron Nelson on 11/20/2009
  • Re: combine multiple models at load time and rotate, translate as one

    Each piece will be a different piece if they are not modeled as one solid object.  Your task will be to create a world matrix for each piece to place it correctly. If you have, for example, two pieces. Cabinet and Door, and they must be separate models, then how you put them together will, again, depend on how each was modeled. To ...
    Posted to Game Algorithms (Forum) by Byron Nelson on 11/20/2009
  • Re: Simple Billboading sample?

    [quote user="ERiba"] ..you must define all the constants and set them inside your application as well as the matrices but that's basically it![/quote] ... and the world matrix you use on that quad you will probably create with Matrix.CreateBillboard(....) or Matrix.CreateConstrainedBillboard(....) so that the quad is always ...
    Posted to General (Forum) by Byron Nelson on 11/18/2009
  • Re: HLSL: How important is it? How often is it used by indie game developers?

    I love it, and couldn't have done my game without it.   It may appear foreign, but I think it is relatively easy: Its just a bit lower level than what you might be accustomed to.   The syntax is close enough to C so as not to be a problem.  One has to get a grasp of the flow of information (application to Shader system,  vertex ...
    Posted to General (Forum) by Byron Nelson on 11/18/2009
  • Re: Learning path to XNA

    The "how to" articles in the help file were really good to me when I started.  In fact, I fell into one one of them from a google search about managed directX.  I downloaded xna & C# within the hour of reading the "How to render a model" section,  had a model moving on the screen that night, and have been ...
    Posted to General (Forum) by Byron Nelson on 11/14/2009
  • Re: [Help] Few questions.

    'fraid I may still not quite know what you're asking about the second mesh. Like if I wanted to drop a new mesh then restart is it possible to load that one too without adding any code for that mesh? I'm a bit confused on "drop a new mesh" and "restart".    Are you asking if you have one ...
    Posted to Game Design (Forum) by Byron Nelson on 11/14/2009
  • Re: [Help] Few questions.

    Yes, you can load many meshes at startup.  Simply place what you want to load into the content folder and use multiple lines of  Content.Load<Mode>("  file name "); To place a mesh where the mouse is clicked is a little tricky, because the mesh exists in 3d space and the mouse click in 2d ...
    Posted to Game Design (Forum) by Byron Nelson on 11/14/2009
  • Re: Placing model inside of skybox

    Hello there, Comment out the skybox.draw & see if you can see the model.  If so, its being drawn outside your box  & you'll need to scale your box up either in the code or the model you're using. Best,Byron
    Posted to General (Forum) by Byron Nelson on 11/11/2009
  • Re: Skybox

    It took me some time to understand back when, but I got it working pretty fast when I started.  I think the best resource is here http://msdn.microsoft.com/en-us/library/bb464016.aspx Best,Byron EDIT: A bit more info.  Imagine you have a box that is textured inside.  This is functionally your "texture cube" referred to in the sample. ...
    Posted to General (Forum) by Byron Nelson on 11/10/2009
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