Minotaur (Deluxe Edition) (Audio CD) newly tagged "blu-ray"

November 30, 2009 by admin · Comment
Filed under: Xbox360 News 
Minotaur (Deluxe Edition)

Minotaur (Deluxe Edition) (Audio CD)
By Pixies

Buy new: $154.99
Customer Rating: 4.0

First tagged “blu-ray” by J. Goodwin
Customer tags: pixies(3), overpriced(3), cd(2), minotaur(2), music(2), 4ad(2), alternative rock, alternative, indie rock, blu-ray

Unforgiven [Blu-ray] (Blu-ray) newly tagged "blu-ray"

November 30, 2009 by admin · Comment
Filed under: Xbox360 News 
Unforgiven [Blu-ray]

Unforgiven [Blu-ray] (Blu-ray)
By Clint Eastwood

Buy new: $19.99

First tagged “blu-ray” by M_ “Are You Not Entertained?!”
Customer tags: clint eastwood, gene hackman, 5 stars, western, 1992, unforgiven, morgan freeman, blu-ray

Bone transforms and degrading mental health

November 30, 2009 by admin · Comment
Filed under: Xbox360 News 

…Yeah… This isn't one of those "please write code for me" threads, so read on… ;)

My troubles deal with bones, and no, it's not osteoporosis or a lack of calcium. I'm neck deep in flight physics for a simulation, and everything has gone smoothly up until this point. But now, I'm banging my head against the wall over something which SEEMS like it should be easy: rotating bones in code for mechanical animations. However, I'm a bit out of my field when it comes to animations and models. I'm a programmer, not an artist. I can BUILD models, but my skills suffer when it comes to anything more advanced than that. I've built a beautiful Messerschmitt Bf-109F4 Trop, and everything is just lovely; until, that is, I need to animate the control surfaces to varying degrees; based upon user input and the effects of physics. Our artists are all busy with other things right now, so I'm on my own. And I have to get this working correctly asap.

So what's the trouble? I've tried several times in Maya to build just about every type of skeleton imaginable for this aircraft. However, when the simulation runs, and one of the control surface's is supposed to rotate about its bone, it does not. It rotates about the ORIGIN of the entire model! >:( I've worked with DX and various game engines in the past, and I've NEVER seen this before. Searches turn up nothing applicable. Google and Bing show about 3 (barely) relevant questions which are still not resolved. In the past, I've worked with models that had to be animated like this. I would simply program the bone to rotate, and it would rotate in the CORRECT place; about the bone bound to the mesh part.

Let's narrow it down a bit, to the elevators (the surfaces on the aircraft's tail which rotate up and down to pitch the plane). They rotate when they are told, but they don't rotate about the bone they are rooted/bound to. They come off the entire tail section and rotate about the plane's origin/world matrix center. I've tried ALL sorts of equations to "bandage" the problem. The only thing that WILL work is doing a bunch of annoying trig. And, while it does create the correct appearance, it's a terrible solution. This simulation has enough complex calculations as it is. And there are a LOT more aircraft and other pieces of equipment to do. We haven't even finished the German equipment yet, and aren't even close (it's the most difficult to research, so we're tackling it first)! :S It will be ridiculous if we have to do rigorous calculations to animate simple things in code; not to mention, painfully slow. It's a setback I can't stomach. Especially since you CAN do it properly (I've seen it, and done it).

So my question is, WHY? WHY is this happening? Have I failed to "rig" the mesh parts correctly? I've tried using multiple skeletons, huge single skeletons, and even extremely simple skeletons. None of them work as they should. I've tried different means of rooting parts, constraints, etc. None of that works. I've applied the scientific method to the problem, and still can't find the cause. The control doesn't even work! :( Lol! Is this an XNA problem? An inadequate skeleton problem? A format problem? Or an I just making a silly mistake in the code? Has anyone ever done this before? If so, how did you get it to work?

Now for some background information about the problem:

XNA 3.1 and VC# 2008 (I have .NET 4.0 beta and VS 2010 beta installed, but it's not the problem),
using Maya 2009 Unlimited,
tried all sorts of rigging techniques to no avail,
using .FBX format,
setting mesh pivots in Maya obviously does nothing,

A few different ways I've tried this in code:

This does absolutely nothing; no changes are made:

// Attempt to rotate the bone by name…
AircraftModel.Bones["elevators_bone"].Transform =
     Matrix.CreateFromYawPitchRoll(0, MathHelper.ToRadians(15), 0);

This causes the problem, and rotates the part about the model's origin:

AircraftModel.Meshes["elevators"].ParentBone.Transform =
    Matrix.CreateFromYawPitchRoll(0, MathHelper.ToRadians(15), 0);

Transforming the bone by name and then setting the Meshes["elevators"].ParentBone causes the same exact problem.

Trying something like this for experimentation is "illegal", according to the compiler…

Vector3 translation = AircraftModel.Bones["elevators_bone"].Transform.Translation;
AircraftModel.Meshes["elevators"].ParentBone.Transform.Translation = translation;

I've tried pretty much everything, to no avail. It bewilders me as to why rotating the bone itself does nothing. Then trying the meshes…ParentBone transform just rotates about the center. I'm just hoping SOMEONE can tell me what could possibly be going on. If I can figure out WHY this happens, and HOW it is supposed to be done, I can do it. Not asking anyone to do it for me. But right now, I'm struck dumb by this, which is a shame when you look at everything I've accomplished, lol. It really is… :-/

Bone transforms and degrading mental health

November 30, 2009 by admin · Comment
Filed under: Xbox360 News 

…Yeah… This isn't one of those "please write code for me" threads, so read on… ;)

My troubles deal with bones, and no, it's not osteoporosis or a lack of calcium. I'm neck deep in flight physics for a simulation, and everything has gone smoothly up until this point. But now, I'm banging my head against the wall over something which SEEMS like it should be easy: rotating bones in code for mechanical animations. However, I'm a bit out of my field when it comes to animations and models. I'm a programmer, not an artist. I can BUILD models, but my skills suffer when it comes to anything more advanced than that. I've built a beautiful Messerschmitt Bf-109F4 Trop, and everything is just lovely; until, that is, I need to animate the control surfaces to varying degrees; based upon user input and the effects of physics. Our artists are all busy with other things right now, so I'm on my own. And I have to get this working correctly asap.

So what's the trouble? I've tried several times in Maya to build just about every type of skeleton imaginable for this aircraft. However, when the simulation runs, and one of the control surface's is supposed to rotate about its bone, it does not. It rotates about the ORIGIN of the entire model! >:( I've worked with DX and various game engines in the past, and I've NEVER seen this before. Searches turn up nothing applicable. Google and Bing show about 3 (barely) relevant questions which are still not resolved. In the past, I've worked with models that had to be animated like this. I would simply program the bone to rotate, and it would rotate in the CORRECT place; about the bone bound to the mesh part.

Let's narrow it down a bit, to the elevators (the surfaces on the aircraft's tail which rotate up and down to pitch the plane). They rotate when they are told, but they don't rotate about the bone they are rooted/bound to. They come off the entire tail section and rotate about the plane's origin/world matrix center. I've tried ALL sorts of equations to "bandage" the problem. The only thing that WILL work is doing a bunch of annoying trig. And, while it does create the correct appearance, it's a terrible solution. This simulation has enough complex calculations as it is. And there are a LOT more aircraft and other pieces of equipment to do. We haven't even finished the German equipment yet, and aren't even close (it's the most difficult to research, so we're tackling it first)! :S It will be ridiculous if we have to do rigorous calculations to animate simple things in code; not to mention, painfully slow. It's a setback I can't stomach. Especially since you CAN do it properly (I've seen it, and done it).

So my question is, WHY? WHY is this happening? Have I failed to "rig" the mesh parts correctly? I've tried using multiple skeletons, huge single skeletons, and even extremely simple skeletons. None of them work as they should. I've tried different means of rooting parts, constraints, etc. None of that works. I've applied the scientific method to the problem, and still can't find the cause. The control doesn't even work! :( Lol! Is this an XNA problem? An inadequate skeleton problem? A format problem? Or an I just making a silly mistake in the code? Has anyone ever done this before? If so, how did you get it to work?

Now for some background information about the problem:

XNA 3.1 and VC# 2008 (I have .NET 4.0 beta and VS 2010 beta installed, but it's not the problem),
using Maya 2009 Unlimited,
tried all sorts of rigging techniques to no avail,
using .FBX format,
setting mesh pivots in Maya obviously does nothing,

A few different ways I've tried this in code:

This does absolutely nothing; no changes are made:

// Attempt to rotate the bone by name…
AircraftModel.Bones["elevators_bone"].Transform =
     Matrix.CreateFromYawPitchRoll(0, MathHelper.ToRadians(15), 0);

This causes the problem, and rotates the part about the model's origin:

AircraftModel.Meshes["elevators"].ParentBone.Transform =
    Matrix.CreateFromYawPitchRoll(0, MathHelper.ToRadians(15), 0);

Transforming the bone by name and then setting the Meshes["elevators"].ParentBone causes the same exact problem.

Trying something like this for experimentation is "illegal", according to the compiler…

Vector3 translation = AircraftModel.Bones["elevators_bone"].Transform.Translation;
AircraftModel.Meshes["elevators"].ParentBone.Transform.Translation = translation;

I've tried pretty much everything, to no avail. It bewilders me as to why rotating the bone itself does nothing. Then trying the meshes…ParentBone transform just rotates about the center. I'm just hoping SOMEONE can tell me what could possibly be going on. If I can figure out WHY this happens, and HOW it is supposed to be done, I can do it. Not asking anyone to do it for me. But right now, I'm struck dumb by this, which is a shame when you look at everything I've accomplished, lol. It really is… :-/

The Saboteur XBOX360-STRANGE

November 30, 2009 by admin · Comment
Filed under: Xbox360 News 

This article has been published at RLSLOG.net - visit our site for full content.

Image hosting by PHP5 Image Upload The group STRANGE has released the game, The Saboteur.  I am unsure of what this game is really all about but I have heard it is supposed to be good so we shall see.  This is region free so everyone can enjoy.


Description:

Experience the ultimate open-world action/adventure as The Saboteur. Fight, climb, and race your way through a uniquely stylized version of Nazi-occupied France, and hunt down your sworn enemies who have taken everything from you. Enter the seedy underground world of a saboteur living in 1940s Paris, where the women are sexy, the missions are epic, and the revenge is satisfying.

Play as Sean Devlin, a street-tough Irish racing mechanic seeking personal redemption in the first open-world action game set in Nazi-occupied Europe. Now, it’s time for payback — with the help of the French Resistance, British intelligence, an arsenal of weaponry, and your own street smarts and brawn, you must exact revenge on those who aimed to destroy your life. Motivated by retribution and armed with tactics of sabotage, blow up zeppelins, derail trains, implode bridges, destroy armored tanks, and level enemy facilities in the name of vengeance.

9a26c_a4aaca7d78 The Saboteur XBOX360-STRANGE

General Features:

  • Live the resistance in an open-world Paris — Fight and sabotage your way through a stylized open-world 1940s Paris — from the top of the Eiffel Tower, to the riverbanks of the Seine, the cathedral of Notre Dame or the prestigious Champs-Élysées.
  • Be the Saboteur — Use a broad range of weapons and explosives to perform your blockbuster sabotage as you single-handedly hunt-down your enemies to dismantle and destroy the Nazi occupation.
  • Quiet In, Loud Out — Use gameplay systems like Climbing, Sneaking, and Stealth Kills to infiltrate the Nazi occupation to perform acts of Sabotage Once you’ve blown your target to pieces, leverage the intuitive cover system and assortment of weapons to blast your way to freedom.
  • Vertical World — This version of Paris was designed to leverage the unique abilities of The Saboteur. Being a Saboteur is all about surprise attacks and Paris’ rooftops are the perfect path for your secret operations.
  • Will to Fight — The Saboteur introduces a innovative new feature that is both an iconic visual style, and a compelling gameplay element. See and feel Paris change around you as you progress through the game. Go from a dark and oppressed black and white policed state, to a bright and inspired world where the citizens fight back..
  • Hijack any vehicle — From high performance racecars to military vehicles, as the Saboteur, you can drive any vehicle that comes along to escape your pursuers.

fd9e7_0d955610c2 The Saboteur XBOX360-STRANGE

Release name: The_Saboteur_XBOX360-STRANGE
Size: 7.3 GB
Links: iGN NFO
Download: Torrent Search

more at RLSLOG.net

ContentLoadException: File Not Found

November 30, 2009 by admin · Comment
Filed under: Xbox360 News 

Hi guys, i'm decently proficient at programming but I don't know what's going on here.

I'm using Windows 7 and Visual Studio 2008.

I get this error: Error loading "E:\Univ\PLB Final Project\Code\Xna Tile Images\Xna Tile Images\bin\x86\Debug\Content\Images\Brick.xnb". File not found.

        protected override void LoadContent() 
        { 
            // Create a new SpriteBatch, which can be used to draw textures. 
            spriteBatch = new SpriteBatch(GraphicsDevice); 
            List<Texture2D> images = new List<Texture2D>(); 
            string[] files = Directory.GetFiles(Path.Combine(StorageContainer.TitleLocation, "Content\\Images")); 
            foreach (var f in files) 
            { 
                images.Add(Content.Load<Texture2D>(f)); 
                // do something with the texture  
            }  
        } 

I assure you there are exactly two files in "E:\Univ\PLB Final Project\Code\Xna Tile Images\Xna Tile Images\bin\x86\Debug\Content\Images". There is:
Brick.xnb
and
Brick2.xnb

Both recognised as xnb files in Windows 7.

What am I doing wrong?

Thanks,
Fez.

ContentLoadException: File Not Found

November 30, 2009 by admin · Comment
Filed under: Xbox360 News 

Hi guys, i'm decently proficient at programming but I don't know what's going on here.

I'm using Windows 7 and Visual Studio 2008.

I get this error: Error loading "E:\Univ\PLB Final Project\Code\Xna Tile Images\Xna Tile Images\bin\x86\Debug\Content\Images\Brick.xnb". File not found.

        protected override void LoadContent() 
        { 
            // Create a new SpriteBatch, which can be used to draw textures. 
            spriteBatch = new SpriteBatch(GraphicsDevice); 
            List<Texture2D> images = new List<Texture2D>(); 
            string[] files = Directory.GetFiles(Path.Combine(StorageContainer.TitleLocation, "Content\\Images")); 
            foreach (var f in files) 
            { 
                images.Add(Content.Load<Texture2D>(f)); 
                // do something with the texture  
            }  
        } 

I assure you there are exactly two files in "E:\Univ\PLB Final Project\Code\Xna Tile Images\Xna Tile Images\bin\x86\Debug\Content\Images". There is:
Brick.xnb
and
Brick2.xnb

Both recognised as xnb files in Windows 7.

What am I doing wrong?

Thanks,
Fez.

一体誰が観るのか謎な映画「KOF」のトレーラームービー

November 30, 2009 by admin · Comment
Filed under: Xbox360 News 

2010年公開予定の実写映画版KOFのトレーラームービーが公開されています。

予想通り、お金と時間に余裕がある人でも観るのを躊躇うであろう内容になっていて、無駄に真面目で、C級映画で唯一の見所であるお色気も無いようですし、一体何を目的に作られた映画なのか謎に思えてきます・・・。もしかしたら、監督のオッサンがマギーQとヨロシクしたいが為に作ったのかも知れませんよコレ。

407db_game.item-get 一体誰が観るのか謎な映画「KOF」のトレーラームービー

関連する投稿

Shareでゲームや映画共有者、一斉に御用

November 30, 2009 by admin · Comment
Filed under: Xbox360 News 

52fbc_sharetaiho1 Shareでゲームや映画共有者、一斉に御用

ファイル共有ソフトShareを使用して、ゲーム・映画・音楽などを著作権者に無断でダウンロードできるようにしていたとして、著作権法違反の容疑で全国で10人が一斉逮捕された模様です。これまでポツポツと摘発していたが、効果があまり無いと判断して、今回の一斉摘発に至ったとのこと。

逮捕者が共有していたファイルは、報道されているだけでも、TVアニメの「ガンダム00」「ヒカルの碁」「らき☆すた」、ゲームソフト「ドラクエ9」、Wiiのゲームソフト、音楽ファイルを詰め合わせた「オリコン2009ベスト50」など多種多様に渡ります。

「タダより高い物はない」という言葉がありますが、逮捕された10人にとっては、正にその言葉通りの結果になってしまう事でしょう。

58490_sharetaiho3 Shareでゲームや映画共有者、一斉に御用

「貴様、俺よりイケメンでマッチョだな!御用だ〜〜〜!!」

3c5d6_sharetaiho2 Shareでゲームや映画共有者、一斉に御用

「通報してくれたのは君かい?こっちへ来て詳しく話を聞かせてよ?」

14279_game.item-get Shareでゲームや映画共有者、一斉に御用

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CodePlex Daily Summary for Sunday, November 29, 2009

November 30, 2009 by admin · Comment
Filed under: Xbox360 News 

CodePlex Daily Summary for Sunday, November 29, 2009

New Projects

New Releases

Most Popular Projects

Most Active Projects

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