Game Development Community

Changing a computer game to be ready for xbox 360

by Anonymous · in Torque X 3D · 06/19/2011 (10:52 am) · 16 replies

Hello everyone. I was wondeirng in torque x 3D how to change a game to be ready for the xbox 360? I now about the convert to xbox 360 project. But what about content settings and other things what must i set to get it to work? Im using the demo of torque x (newest one). I can get the demo xbox 360 to work so i think its a setting because my project works on the computer but not on the xbox 360. Its a simple project with one model ive added so far.
I found out it works on xbox 360 with the default scene but when i add my model to the scene it wont load that scene. It says "source code not found" and under that something about render primitives.

About the author

My languages i prefer are: visual basic, c#(still learning some things), asp.net(vb language), and c++


#1
06/19/2011 (3:35 pm)
Did you assign a material to your model?

Also check out the introduction tutorial.

Here is the current base for the TorqueX CEV.
You can get additional help there.
#2
06/19/2011 (8:31 pm)
Yes i looked at the beginner tutorial. I think it doesnt like my model because all the other demos for the xbox 360 work fine too. Its just when i add my model.
#3
06/19/2011 (9:00 pm)
My knowledge about the TorqueX pipeline is limited. I can only attempt to narrow down the problem.

What kind of model is it? Is it animated, a character with bone animation, etc. Did you compare the object code of some working model with your model?
#4
06/20/2011 (6:56 am)
What about source code can you tell me the problem if i post it? http://cid-28bae91ca075b1e5.office.live.com/self.aspx/.Public/firstgameproject.zip

Above is a link to the source code so you can help me pinpoint the problem faster. Open the xbox 360 version code after you open the game.sln or csproj file. I think it was the game.sln file.
#5
06/20/2011 (7:27 am)
Sorry but my coding knowledge is too limited for debugging yet.

Maybe someone else can help?
#6
06/20/2011 (9:35 am)
@jeffrey

Are you working with the CEV build of TorqueX?
#7
06/21/2011 (7:10 am)
@Scott: nope, he's using 3.1.5 Creators' Club.

@Jeffery: Can't test your code on the Xbox as it's based the wrong XNA version. All of us have just XNA 4 installed (the sole version allowed to deploy games on AppHub). BTW, the CEV (only version for XNA 4) has a different codebase so it'll be quite difficult to help you this way. My advice is to get the full Torque X licence and then get the CEV, so that we can actually run your code to see what's going on ;)
#8
06/21/2011 (7:41 am)
I installed visual C# 2008 and the 3.1 xna game studio and 4.0 on the same machine and it lets me compile it correctly and run it without the model with the default scene. I know it has to be my model because it gives me the error: "No source code at location" for rendering primitives > 0.
#9
06/21/2011 (8:20 am)
@Jeffery: as I said, you are using the XNA 3.1 environment which we cannot test (at least I can't for sure). XNA 4 projects run in VS2010, not VS2008. If you have a look to your references you are still referencing XNA 3.1 and it couldn't be any different as Torque X 3.1.5 runs on that. You are free to play with XNA 3.1, but when it comes to submit a game in review on AppHub you aren't allowed to do it because only XNA 4.0 titles are allowed now.
#10
06/21/2011 (8:26 am)
I know I will convert to xna game studio 4.0 when iam done with the project iam doing now but for testing purposes this was my way to so i can test before buying because i dont really want to spend $100 and find out it doesnt work. I personally thinks its the way it renders my model and it wont render it under its current settings. I really do not want to buy it for CEV 4.0 unless I can get this working first. Especially since it wont matter if cant get working now i will probably have the same problem with 4.0.
#11
06/21/2011 (8:49 am)
I want to be convinced to buy it but if it does not work why buy it? As above this is just for testing purposes. I will buy if i can get my test project working. I want to make sure its going to do what it promises.
#12
06/21/2011 (8:56 am)
As I said, I can't test your environment, but I tried to load your DTS model in a few apps here and it shows up properly only in T3D 1.1, so I guess your DTS file has problems. I'm no DTS expert so I can't help you here. As I adviced you via email, you should contact E.B. asking him for a 64bit compile of the DTS exporter for 3D Studio Max. Also you have to learn how DTS works, what you are compelled to define in it and so on.
#13
06/26/2011 (8:00 am)
I think i will try exporting from collada directly in max then try it again. It didnt have my material assigned to my model so i assumed something was wrong. BTW, any material on how to properly use dae2dts would be helpful. I will probably buy torque x because of you mostly francesco very helpful. Unlike E.B. he will not compile he's more of a jerk then some open source guys programming projects. I guess i might throw some money at him if he actually made a working 64-bit version of the program. But you give me specific docs for dae2dts and i will have a working model in my xbox 360 sample game project in no time. I can spend long hours working on it if necessary.

If dts is xml i can code some parts myself to force it to work if necessary.
#14
06/26/2011 (8:36 am)
Can you list tools for checking if dts works correctly in torque x 3D builder francesco? It doesnt matter as long as I get my model in their some how i will buy torque x. I think im close now. Im trying a part by importing into torque x 3D demo first then export to torque x builder (torque 3D automatically creates the dts file for you i could edit xml). I have a link to my skydrive public folder that holds my newest project with the new model:https://skydrive.live.com/?cid=28bae91ca075b1e5&sc=documents&id=28BAE91CA075B1E5%21127#. Hope it works.
#15
06/27/2011 (4:44 pm)
I think i got the model correct because i got it to load in softimage correctly and it loads into torque x 3D builder without the messed up extra bounding box so i will try again then post back.
#16
06/27/2011 (5:31 pm)
It worked i changed my model and the dae2dts loaded it correctly on the xbox 360! anyone wanting information post please. It appears the dae2dts doesnt like materials or you have to presetup my model before i import it because i exported as collada and i had a error about the material.

Can anyone give me information as to how to prep models for the dae2dts conversion process from collada to dts? This is what im trying to figure out how to do correctly because my material was put all over my grouped objects and not on the correct ones. I think i should ungroup the objects and export them seperately right? Anyone with hints and suggestions would help.