4 Replies - 2189 Views - Last Post: 02 July 2014 - 04:26 PM

#1 Lancha   User is offline

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create a title engine in 3d

Posted 02 July 2014 - 02:27 AM

i create a game in 3d using this tutorial
My link
i donīt know i create a title engine for 3d game
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#2 modi123_1   User is online

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Re: create a title engine in 3d

Posted 02 July 2014 - 06:43 AM


i don´t know i create a title engine for 3d game


Did you search for "xna title screen"? A cursory glance and it shows videos, tutorials, etc on that very topic.
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#3 Lancha   User is offline

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Re: create a title engine in 3d

Posted 02 July 2014 - 09:16 AM

i have this error unhandled exception of type 'Microsoft.Xna.Framework.Content.ContentLoadException' occurred in Microsoft.Xna.Framework.dll

Additional information: Error loading "terrain". File contains Microsoft.Xna.Framework.Graphics.Texture2D but trying to load as Microsoft.Xna.Framework.Graphics.Model.

this is my code

i use to make this code this example http://xbox.create.m...on_3d_heightmap
this is my code
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.GamerServices;
using TomShane.Neoforce.Controls;
using XRpgLibrary;
using System.Threading;
using System.Security.Cryptography;
using System.Security;
using Microsoft.Xna.Framework.Input;

namespace TomShane.Neoforce.Central.Code
    public class Gameplays : BaseGameState
        const float SphereVelocity = 2;
        GraphicsDeviceManager graphics1;
        // how quickly the sphere can turn from side to side
        const float SphereTurnSpeed = .025f;

        // the radius of the sphere. We'll use this to keep the sphere above the ground,
        // and when computing how far the sphere has rolled.
        const float SphereRadius = 12.0f;

        // This vector controls how much the camera's position is offset from the
        // sphere. This value can be changed to move the camera further away from or
        // closer to the sphere.
        readonly Vector3 CameraPositionOffset = new Vector3(0, 40, 150);

        // This value controls the point the camera will aim at. This value is an offset
        // from the sphere's position.
        readonly Vector3 CameraTargetOffset = new Vector3(0, 30, 0);
        string text = "admin";
         string texto;
        private Label lbusername = null;
        private Manager NeoManager;

        Model terrain;

        Matrix projectionMatrix;
        Matrix viewMatrix;

        Vector3 spherePosition;
        float sphereFacingDirection;
        Matrix sphereRollingMatrix = Matrix.Identity;

        Model sphere;
        HeightMapInfo heightMapInfo;
        public Gameplays(Game game, GameStateManager manager, GraphicsDeviceManager graphics)
            : base(game, manager)
            NeoManager = new Manager(game, graphics, "Default");
            graphics1 = graphics;
            //graphics = new GraphicsDeviceManager(Game);
            NeoManager.SkinDirectory = @"C:\Users\Pedro\Dropbox\GAMES\TomShane.Neoforce.Controls.XNA4\Neoforce\Skins";
            NeoManager.AutoUnfocus = false;
           texto = text;


        protected override void LoadContent()

            terrain = Game.Content.Load<Model>("terrain");//error is where

            // The terrain processor attached a HeightMapInfo to the terrain model's
            // Tag. We'll save that to a member variable now, and use it to
            // calculate the terrain's heights later.
            heightMapInfo = terrain.Tag as HeightMapInfo;
            if (heightMapInfo == null)
                string message = "The terrain model did not have a HeightMapInfo " +
                    "object attached. Are you sure you are using the " +
                throw new InvalidOperationException(message);

            sphere = Game.Content.Load<Model>("sphere");


            // NeoManager.Add(sidebar);

        public override void Update(GameTime gameTime)

           // StateManager.Update(gameTime);
            //  ControlManager.Update(gameTime, PlayerIndex.One);

            //   stateManager.PopState();
        public override void Draw(GameTime gameTime)
            //  StateManager.BeginDraw(gameTime);


            DrawModel(terrain, Matrix.Identity);

            DrawModel(sphere, sphereRollingMatrix *
            //   ControlManager.Draw(GameRef.spriteBatch);

        void DrawModel(Model model, Matrix worldMatrix)
            Matrix[] boneTransforms = new Matrix[model.Bones.Count];

            foreach (ModelMesh mesh in model.Meshes)
                foreach (BasicEffect effect in mesh.Effects)
                    effect.World = boneTransforms[mesh.ParentBone.Index] * worldMatrix;
                    effect.View = viewMatrix;
                    effect.Projection = projectionMatrix;

                    effect.PreferPerPixelLighting = true;

                    // Set the fog to match the black background color
                    effect.FogEnabled = true;
                    effect.FogColor = Vector3.Zero;
                    effect.FogStart = 1000;
                    effect.FogEnd = 3200;




        /// <summary>
        /// Handles input for quitting the game.
        /// </summary>
        private void HandleInput()
            KeyboardState currentKeyboardState = Keyboard.GetState();
            GamePadState currentGamePadState = GamePad.GetState(PlayerIndex.One);

            // Check for exit.

            // Now move the sphere. First, we want to check to see if the sphere should
            // turn. turnAmount will be an accumulation of all the different possible
            // inputs.
            float turnAmount = -currentGamePadState.ThumbSticks.Left.X;
            if (currentKeyboardState.IsKeyDown(Keys.A) ||
                currentKeyboardState.IsKeyDown(Keys.Left) ||
                currentGamePadState.DPad.Left == ButtonState.Pressed)
                turnAmount += 1;
            if (currentKeyboardState.IsKeyDown(Keys.D) ||
                currentKeyboardState.IsKeyDown(Keys.Right) ||
                currentGamePadState.DPad.Right == ButtonState.Pressed)
                turnAmount -= 1;

            // clamp the turn amount between -1 and 1, and then use the finished
            // value to turn the sphere.
            turnAmount = MathHelper.Clamp(turnAmount, -1, 1);
            sphereFacingDirection += turnAmount * SphereTurnSpeed;

            // Next, we want to move the sphere forward or back. to do this, 
            // we'll create a Vector3 and modify use the user's input to modify the Z
            // component, which corresponds to the forward direction.
            Vector3 movement = Vector3.Zero;
            movement.Z = -currentGamePadState.ThumbSticks.Left.Y;

            if (currentKeyboardState.IsKeyDown(Keys.W) ||
                currentKeyboardState.IsKeyDown(Keys.Up) ||
                currentGamePadState.DPad.Up == ButtonState.Pressed)
                movement.Z = -1;
            if (currentKeyboardState.IsKeyDown(Keys.S) ||
                currentKeyboardState.IsKeyDown(Keys.Down) ||
                currentGamePadState.DPad.Down == ButtonState.Pressed)
                movement.Z = 1;

            // next, we'll create a rotation matrix from the sphereFacingDirection, and
            // use it to transform the vector. If we didn't do this, pressing "up" would
            // always move the ball along +Z. By transforming it, we can move in the
            // direction the sphere is "facing."
            Matrix sphereFacingMatrix = Matrix.CreateRotationY(sphereFacingDirection);
            Vector3 velocity = Vector3.Transform(movement, sphereFacingMatrix);
            velocity *= SphereVelocity;

            // Now we know how much the user wants to move. We'll construct a temporary
            // vector, newSpherePosition, which will represent where the user wants to
            // go. If that value is on the heightmap, we'll allow the move.
            Vector3 newSpherePosition = spherePosition + velocity;
            if (heightMapInfo.IsOnHeightmap(newSpherePosition))
                // finally, we need to see how high the terrain is at the sphere's new
                // position. GetHeight will give us that information, which is offset by
                // the size of the sphere. If we didn't offset by the size of the
                // sphere, it would be drawn halfway through the world, which looks 
                // a little odd.
                newSpherePosition.Y = heightMapInfo.GetHeight(newSpherePosition) +
                newSpherePosition = spherePosition;

            // now we need to roll the ball "forward." to do this, we first calculate
            // how far it has moved.
            float distanceMoved = Vector3.Distance(spherePosition, newSpherePosition);

            // The length of an arc on a circle or sphere is defined as L = theta * r,
            // where theta is the angle that defines the arc, and r is the radius of
            // the circle.
            // we know L, that's the distance the sphere has moved. we know r, that's
            // our constant "sphereRadius". We want to know theta - that will tell us
            // how much to rotate the sphere. we rearrange the equation to get...
            float theta = distanceMoved / SphereRadius;

            // now that we know how much to rotate the sphere, we have to figure out 
            // whether it will roll forward or backward. We'll base this on the user's
            // input.
            int rollDirection = movement.Z > 0 ? 1 : -1;

            // finally, we'll roll it by rotating around the sphere's "right" vector.
            sphereRollingMatrix *= Matrix.CreateFromAxisAngle(sphereFacingMatrix.Right,
                theta * rollDirection);

            // once we've finished all computations, we can set spherePosition to the
            // new position that we calculated.
            spherePosition = newSpherePosition;


        private void UpdateCamera()
            // The camera's position depends on the sphere's facing direction: when the
            // sphere turns, the camera needs to stay behind it. So, we'll calculate a
            // rotation matrix using the sphere's facing direction, and use it to
            // transform the two offset values that control the camera.
            Matrix cameraFacingMatrix = Matrix.CreateRotationY(sphereFacingDirection);
            Vector3 positionOffset = Vector3.Transform(CameraPositionOffset,
            Vector3 targetOffset = Vector3.Transform(CameraTargetOffset,

            // once we've transformed the camera's position offset vector, it's easy to
            // figure out where we think the camera should be.
            Vector3 cameraPosition = spherePosition + positionOffset;

            // We don't want the camera to go beneath the heightmap, so if the camera is
            // over the terrain, we'll move it up.
            if (heightMapInfo.IsOnHeightmap(cameraPosition))
                // we don't want the camera to go beneath the terrain's height +
                // a small offset.
                float minimumHeight =
                    heightMapInfo.GetHeight(cameraPosition) + CameraPositionOffset.Y;

                if (cameraPosition.Y < minimumHeight)
                    cameraPosition.Y = minimumHeight;

            // next, we need to calculate the point that the camera is aiming it. That's
            // simple enough - the camera is aiming at the sphere, and has to take the 
            // targetOffset into account.
            Vector3 cameraTarget = spherePosition + targetOffset;

            // with those values, we'll calculate the viewMatrix.
            viewMatrix = Matrix.CreateLookAt(cameraPosition,
        public override void Initialize()
         //   StateManager.Initialize();
            projectionMatrix = Matrix.CreatePerspectiveFieldOfView(
               MathHelper.ToRadians(45.0f), GraphicsDevice.Viewport.AspectRatio, 1f, 10000);
            //  NeoManager.Initialize();
         private void InitConsole(string texto)
            lbusername = new Label(NeoManager);

            TomShane.Neoforce.Controls.TabControl tbc = new TomShane.Neoforce.Controls.TabControl(NeoManager);
            TomShane.Neoforce.Controls.Console con1 = new TomShane.Neoforce.Controls.Console(NeoManager);
            TomShane.Neoforce.Controls.Console con2 = new TomShane.Neoforce.Controls.Console(NeoManager);
            //TomShane.Neoforce.Controls.Console con3 = new TomShane.Neoforce.Controls.Console(Manager);
            //Console con3 = new Console(Manager);

            // Setup of TabControl, which will be holding both consoles
            tbc.Alpha = 220;
            tbc.Left = 0;
            tbc.Height = 220;
            tbc.Width = 400;
            tbc.Top = NeoManager.TargetHeight - tbc.Height - 32;
            // tbc.Focused = fals;

            tbc.Movable = false;
            tbc.Resizable = false;
            tbc.MinimumHeight = 96;
            tbc.MinimumWidth = 160;



            con1.Sender = texto;
            con2.Width = con1.Width = tbc.TabPages[0].ClientWidth;
            con2.Height = con1.Height = tbc.TabPages[0].ClientHeight;
            con2.Anchor = con1.Anchor = Anchors.All;
            con1.Channels.Add(new ConsoleChannel(0, "General", Color.Orange));
            con1.Channels.Add(new ConsoleChannel(1, "Private", Color.White));
            con1.Channels.Add(new ConsoleChannel(2, "System", Color.Yellow));
            con1.Channels.Add(new ConsoleChannel(3, "Guild", Color.Green));
            con1.Channels.Add(new ConsoleChannel(4, "Trade", Color.Red));
            // We want to share channels and message buffer in both consoles
            con2.Channels = con1.Channels;
            con2.MessageBuffer = con1.MessageBuffer;

            // In the second console we display only "Private" messages

            // Select default channels for each tab
            con1.SelectedChannel = 0;
            con2.SelectedChannel = 3;

            //con3.SelectedChannel = 3;

            // Do we want to add timestamp or channel name at the start of every message?
            con1.MessageFormat = ConsoleMessageFormats.All;
            //con2.MessageFormat = ConsoleMessageFormats.All;
            // Handler for altering incoming message
            //  con1.MessageSent += new ConsoleMessageEventHandler(con1_MessageSent);

            // We send initial welcome message to System channel
            con1.MessageBuffer.Add(new ConsoleMessage("System", "WELCOME TO THE SERVER! " + texto, 2));


        void con1_MessageSent(object sender, ConsoleMessageEventArgs e)
            if (e.Message.Channel == 0)
                //e.Message.Text = "(!) " + e.Message.Text;



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#4 BBeck   User is offline

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Re: create a title engine in 3d

Posted 02 July 2014 - 01:55 PM

"Error loading "terrain". File contains Microsoft.Xna.Framework.Graphics.Texture2D but trying to load as Microsoft.Xna.Framework.Graphics.Model."

Sounds pretty self explanitory to me. You're trying to load a file into a Model object with data that is not a known model type. It seems to think this file has been compiled into a Texture2D, which sounds about right. If it managed to actually compile it as a Texture2D, then that's probably what it is. Otherwise, I'm guessing it's a junk file. Any way you slice it, it sounds like it's probably not a Model.

If this is not a standard file such as .FBX, .JPG, etc., you need to build a content processor for it by extending the content pipeline.

If it truely is a model, such as a .X or .FBX file, then it's really odd that you would use a model for the terrain.

That would be a pretty advanced technique. I can't even imagine attempting it unless the terrain was for display only. If you need to do collision with the terrain, you're probably going to have to manually pull the model apart and build a height map out of it, so I would think 99 times out of 100 it would be easier to do the opposite and use a heightmap to procedurally generate a terrain. Unity does something similar to this where it will actually allow you to import a terrain model, so I imagine it could be done, but certainly much more advanced then anything I've ever done. And I can't think of a good reason to do a terrain that way really.

If you're not really an expert on terrains, you might want to check out some of the extensive writing I've done on the subject both in my blog and actual working XNA examples on my website.
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#5 Lancha   User is offline

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Re: create a title engine in 3d

Posted 02 July 2014 - 04:26 PM

that is find the soluction the problem is graphics is very poor
how i solve the problem

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