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Can anyone point me to a good, recent directX tutorial/website that won't make me pay for anything? I have a copy of visual c++ and the directx sdk, but a lot of the tutorials I'm finding are pretty out of date. Also, does anyone know of a good website based around the quake 3 source code? I'm looking through it but most of it's flying over my head, and some good explanations about what's doing what would be nice.
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# ¿ Mar 1, 2008 01:38 |
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# ¿ May 8, 2024 00:04 |
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Can someone send me a link that outlines (in a non coding language specific way) what I need to do for a first person camera? I'm just thinking about the best way to do it (I'm using XNA) but I'd like to see some other stuff and get some ideas. Also, for anyone experienced with XNA, is there a link that explains the steps that XNA does take to render a model? I'm trying to figure out how to have my rendering in a seperate class, or at least be able to prepare the model (so my game.cs isn't filled with dozens of different model files and stuff), but all the tutorials I find are just "this is how you draw a model: copy this code in this method, this in that, and this code in the draw method and it works". I also have no idea what this does, and how I can break it apart: code:
The Monarch fucked around with this message at 00:26 on Apr 28, 2008 |
# ¿ Apr 28, 2008 00:22 |
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Hover posted:Alright, I'm going to try to break the code apart for you. I've never used XNA specifically but I'm learning DirectX and have a fairly good understanding of the process of rendering something in 3D, so hopefully I can give you a good head start. Thanks, I'm starting to get the hang of this and even though I sort of new what you're saying here already splitting it up did help. I still don't like the fact that I have to start this whole loop: code:
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# ¿ May 1, 2008 00:41 |
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Hover posted:Well you could just put it in another loop that iterates through a list of models. It's far less ugly and easier to maintain, and would do the same thing. Like: Yea this is what I'm doing now (a loop that goes through a list of models), I was just wondering if there were any other ways I could break it up or make it cleaner looking.
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# ¿ May 1, 2008 17:15 |
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I'm having a weird issue with XNA. I'm trying to load a Texture2D, but it's not working for some reason. creaturePath can be ignored, and ArtPath is equal to "\\Art\\Dynamic\\Creatures\\Dog\\". code:
Error loading "\Art\Dynamic\Creatures\Dog\dog3_idle_n". Cannot open file. I've added the file through Visual studio and if I remove the files and re-add them the proper .xnb files are created. Can anyone tell me what's up? Edit: Nevermind. I did more reading about how content managers and stuff work so now It's working fine. I'm just passing the content service provider from the main "Game1.cs" class to my creature class, and making a new content manager there. The Monarch fucked around with this message at 05:22 on Oct 11, 2011 |
# ¿ Oct 11, 2011 04:57 |
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This isn't a programming question, but I was wondering if someone could help me out with importing a rigged mesh into UE4 from 3ds max. I can't figure out what I'm doing wrong and I'm kinda stuck on step zero. I have a basic character with a simple rig, and as far as I can tell I have the root bone set up properly at the origin (like in this tutorial). In 3ds max, skinning and animating and everything works fine. I go to import it into UE4, and I don't get any errors or warnings (apart from the one about smoothing groups). However the skeleton comes out wrong: For some reason the pelvis bone takes up the space between the root and where the pelvis should start, and all the other bones filter back. They're still weighted properly, so moving the bone marked larm.r moves the vertices on the lower arm and everything. As far as I can tell I'm doing exactly what that tutorial does (and a few other ones I've looked at), and after a day of googling I'm at a loss. Anyone know what's up?
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# ¿ Feb 23, 2019 03:58 |
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# ¿ May 8, 2024 00:04 |
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roomforthetuna posted:About bones. Hey thanks. I see now that everything's actually fine with the skeleton. My animations weren't importing correctly from Blender and I guess I assumed it was a problem with the skeleton.
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# ¿ Feb 25, 2019 01:15 |