Monday, December 6, 2010

3.1 -> 4.0 Xna First Errors

My First Errors... Most likely what you will also see.


So what should i attack first? The component link issues or the Pixelshader. I guess i should go with the component and unleash a real torrent of errors :) It is more fun that way. Fixing the Pixelshader will only solve one problem.
  • So i simply right clicked the references in the project and deleted the offending system.xinq.xml.
  • Microsoft.Xna.Framework could not be found.  So i did the same with that. Not sure what repurcussions this might have later.
So onto my Pixelshader issue. While looking around the web for help on this i found this most excellent Blog where someone has done what i am doing now. Check it out here. So the change was quite simple. I just had to change the pixelshader name (yeah the bloom was using PixelShader to PixelSdr and i also saw that it had updated the 1_1 to 2_0 shader version. So onto my next issue.

My next issue that appears is becaue i am using Avatars. And as such on the PC it draw a set of polys to show the bones of the Avatar. Great for making sure you can prototype you game on the Pc, but bad cos now i need to fix whatever is wrong. The offending error is....
'XNA Framework HiDef profile supports a maximum of 16 simultaneous vertex elements'. This has caused me to figure out the .FBX animation files for my avatars are not compatible with Xna 4.0. So here is a link to the new ones New Avatar Anims. Yet still i am having issues with the Faint.fbx. the very same error as before. Not sure what to do, maybe i will attack it tomorrow night, so far i am losing this battle. I could just remove Avatars for now and re-introduce them later, but i still need them. I will also have a look at the new Avatar sample program for Xna 4.0 from here. Oddly enough the Avatar sample does not have errors in the same Faint.fbx file, though it does have a lot of warnings as expected. not sure what the solution is at present.

That is all i can do for tonight. I know i am not the most expert at this kind of upgrade, but i am also sure not everyone is great at this.

Time commited so far... 1.5 hours

G'night

2 comments:

  1. Any chance could you tell me how you exported the Avatar models you link to in this post to work in XNA 4.0. I'm using the dude.fbx model currently and want to swap it out with the rigged Avatar's (.max)?

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