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CHAPTER 11 s SKELETAL ANIMATION
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effectMaterial.Effect = new ExternalReference<EffectContent>( SHADERS_PATH + SHADER_FILENAME); // Correct the texture path if (basicMaterial.Texture != null) { string textureFileName = Path.GetFileName( basicMaterial.Texture.Filename); effectMaterial.Textures.Add("diffuseTexture1", new ExternalReference<TextureContent>( TEXTURES_PATH + textureFileName)); } return base.ConvertMaterial(effectMaterial, context); } else return base.ConvertMaterial(material, context); }
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When the BasicMaterialContent is converted to an EffectMaterialContent, the model texture used in the default material is passed again to the newly created effect.
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Drawing the Model
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Because the animated model is an XNA Model, it is simple to draw it. First, you need to configure the animated model s effects, then you just need to go through all its meshes, calling their Draw method. Following is the code for the Draw method of the AnimatedModel class:
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public override void Draw(GameTime gameTime) { SetEffectMaterial(); for (int i = 0; i < model.Meshes.Count; i++) { model.Meshes[i].Draw(); } }
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CHAPTER 11 s SKELETAL ANIMATION
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In this chapter you learned how to extend XNA s Content Pipeline by adding support to skeletal animation models, and how to create a class capable of handling the animated models at runtime. You also reviewed some concepts and mathematical equations behind the skeletal animation models. In the next chapter you will see how to put together all concepts seen since 7 to create a real 3-D game, a simple third person shooter.
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Creating a Third-Person Shooter Game
n this chapter you re going to build a complete 3-D game using some of the concepts learned in s 9, 10, and 11. You ll create a third-person shooter (TPS) game. First, you ll create a basic engine for the game containing all the required objects such as cameras, lights, terrains, and animated models. Then, you ll create all the gameplay and logic for the game.
Some FPS and TPS Examples
Today s gaming market is full of first-person shooter (FPS) and TPS games, such as Crysis, Gears of War, and Resident Evil 4. These games all share certain common characteristics. They tend to either partially or totally lack a user interface (UI) on the main screen (unlike older games in this genre, such as Doom), they contain a good selection of indoor and outdoor scenery for realism, and they have higher quality graphics than you d find in a strategy or an RPG game to promote immersive game play. Bearing these features in mind, you re now going to create a basic design to guide you through the creation of your own game.
Designing the Game
Before you start building the game you have to define a basic design for it that will help you with the development. The game design will be divided into three sections: Defining the Game, Gameplay, and Technical Design. Note that this division was used by the authors and it is not intended to be used as a complete design document for a game. Aside from that, a small design document can be much more efficient than a document having dozens of pages.
CHAPTER 12 s CREATING A THIRD-PERSON SHOOTER GAME
Defining the Game
The game will be a TPS game, where the player will control a survivor of a human expedition that went to an unknown planet. The objective of the player is to avenge the death of his companions, fighting and destroying every living creature on this planet, where the game environment will be a completely outdoor scene. Now that you know what the game is, let s think a little bit about the gameplay.
Gameplay
The player will start the game equipped with a machine gun, ammunition, and the doable actions of running (forward and backward), jumping, and attacking (aiming and shooting). The player cannot move while aiming, and a sprite with a circle is used to show the target of the player s weapon. The player can be controlled using the Xbox 360 controller or the keyboard, where the game controls were created based on the principles of the game Resident Evil 4. Figure 12-1 shows the game controller.
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