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Anyone here use or have used XNA with 3ds Max?
show user profile  rob@dynamic
Hey all,

I'm currently working on my final year projectg at uni. For this we are developing a 3D learning environment (A french village) to help children to learn to speak French. The idea is that you'll guide your character around the village to perform set tasks. e.g. go into the bakers and order a loaf of bread (in french of course).

To develop it we are using max obviously for all the 3D content and XNA for the games engine. Does anyone else have any experience with using XNA? We seem to keep coming accross so many issues with it. e.g. all textures have to be to the power of 2 and it will only support standard materials from max.

I was just wondering peoples opinions on XNA, and any tips you have for developing models and animations for use within it.


3D Portfolio

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2/12/2009 2:02:01 PM (last edit: 2/12/2009 2:02:01 PM)
show user profile  CyberRascal
Probably pretty useless comment, but are you forced to use XNA? I fiddled a bit but didn't get close to entering a model with anything sweet as textures.. Perhaps slimDX will give you more options?
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2/12/2009 2:36:47 PM (last edit: 2/12/2009 2:36:47 PM)
show user profile  mattymoose
"all textures have to be to the power of 2 and it will only support standard materials from max."

So? That doesn't really sound like a significant issue.

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2/12/2009 2:54:07 PM (last edit: 2/12/2009 2:54:07 PM)
show user profile  rob@dynamic
Welll I had no choice in the engine, im not doing any of the programming, the programmes in my group choose it because we have VR headsets at uni 4 the xbox 360 n they thuaght it would be good if we could use it with them. kind of a lame reaason i know. but i only get marked on the 3d content so im not to fussed.

Well textures being to the power of 2 isn't an issue if you know that in advance, which i didnt. I spent days texturing the village and all the building only to get error message afta error message when we tryd to place it in XNA's pipeline. Which then meant i had to spend ages resizing/painting the textures, then re-mapping all the textures in max. Which i wasn't to pleased about.

Also with it only supporting standard materials makes it a pain when you have builldings with loads of windows (glass) we've had to simulate glass by creating textures for all eye level windows showing the interior of the builldings or simulate frosted glass.

3D Portfolio

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2/12/2009 3:46:16 PM (last edit: 2/12/2009 3:48:18 PM)
show user profile  ScotlandDave
I`ve never used it but read up on it a little bit. Don`t know if you are aware of this but as far as i know u have to publish XNA games to the xbox live community in order to use it on a console..

With regards to `standard materials` i imagine they`ll be shaders available to the game engine that will deal with things like transparency and reflection, probably have to be worked out with the programmers though..

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2/12/2009 3:57:15 PM (last edit: 2/12/2009 3:57:15 PM)
show user profile  rob@dynamic
To be honest with you I have no idea abou the publishing fo rconsole, thats all in the hands of the programmers. We are meeting tomorroa so i'll discuss with them then. I'll also bring up your suggestion regarding the shaders.


3D Portfolio

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2/12/2009 4:16:27 PM (last edit: 2/12/2009 4:16:27 PM)
show user profile  Sypher-5
The xbox 360 is a hybrid directx9 console, I would imagine you can create directx shaders in max that translate directly across to the engine.
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2/12/2009 6:14:44 PM (last edit: 2/12/2009 6:14:44 PM)
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