1
vote
1answer
67 views

Extending ModelProcessor

How can one extend a model processor inside Windows Forms. In a normal XNA game you would simply create a new class like so(I think...): [ContentProcessor] public class ExtendedModelProcessor : ...
2
votes
3answers
178 views

How can I load 2D texture data without a GraphicsDevice instance?

We have a client/server architecture for our game with the client being the XNA Game, and the game server is separate and only references XNA. They both use a shared DLL for networking. The game ...
2
votes
1answer
78 views

ResourceContentManager with folders

I am attempting to do something like the following: http://blogs.msdn.com/b/shawnhar/archive/2007/06/12/embedding-content-as-resources.aspx (Access the content via a DLL) However, I need to maintain ...
4
votes
1answer
122 views

How do I get a Model to add a name to it's Texture(s) in the XNA Content Pipeline

I know that a texture's name is not preserved when it's loaded in. I also know that you can give it a name. For example: Texture2D texture = content.Load<Texture2D>("MyTexture"); texture.Name ...
1
vote
1answer
108 views

Can't load model using ContentTypeReader

I'm writing a game where I want to use ContentTypeReader. While loading my model like this: terrain = Content.Load<Model>("Text/terrain"); I get following error: Error loading ...
0
votes
2answers
679 views

Load SpriteFont in XNA

I'm planning on my game using multiple backgrounds so I'm trying to use spritefonts to draw the text. Every time I load my spritefont I get a error. Line1 = content.Load<SpriteFont>("Courier ...
3
votes
1answer
248 views

XNA Deferred Shading, Replace BasicEffect

I have implemented deferred shading in my XNA 4.0 project, meaning that I need all objects to start out with the same shader "RenderGBuffer.fx". How can I use a custom Content Processor to: Not load ...
0
votes
1answer
84 views

Content loading, Content processing and add processed file to a DataContainer?

I'm trying to create some kind of editor in Windows Forms for XNA and I was wondering if there's anyway to do this: Load content (known types, like Model/SpriteFont/Effect/Texture) through ...
2
votes
3answers
567 views

How to I create a resource manager?

Currently I'm using XNA's ContentManager to load my content. For the unfamiliar the ContentManager deserializes classes from disk and keeps a reference for future requests. I'm currently facing a ...
6
votes
2answers
409 views

XNA ContentManager.Load causes string allocation

I was running the Visual Studio memory profiler on a project and noticed that an enormous amount of strings were being instantiated. It turns out that ContentManager.Load appears to create a new ...
3
votes
2answers
1k views

Using XNA's XML content pipeline to read arrays of objects with different subtypes

Using XNA's XML content importer, is it possible to read in an array of objects with different subtypes? For instance, assume these are my class definitions: public abstract class MyBaseClass { ...
2
votes
1answer
429 views

Loading SpriteFont through a different class than Game.cs

I am trying to load up a single SpriteFont to print some debug information. In our current game, we load up both Textures and Music through a ResourceManager. They are both loaded with a filestream, ...
3
votes
4answers
491 views

Some advice for settling on a map format for a tile game?

I am using XNA 4.0 and am currently working on a simple tile game to pass the time. Basically, I'm using the tried and true method of having numbers refer to tile types, where in 0 would be an empty ...
1
vote
1answer
1k views

SpriteBatch Draw Using Floats with the Destination Rectangle

So I created a nice little isometric tile engine and I have it so that when you scroll with the mouse it changes a variable called scale. Scale is a float and gets passed through the ...
0
votes
1answer
243 views

How to go from Texture2DContent to Texture2D in a content processor?

I'm using reflection to create a manifest of all assets, strongly typed. It's working fine for my own types: I get the type of the asset, if a processor is ran on it I get the output type. Then I ...
3
votes
1answer
205 views

Does ContentManager.Load<T>() re-read an asset if I have loaded it before?

Or is it smart enough to know I have asked for it before and return an in memory copy created from the first call? For example if I have a projectile's texture: Texture2D projectile; If then I ...
3
votes
1answer
340 views

How should I handle shared classes between the Game project and the Content Extension Library?

I've been using XNA for a while but recently I've needed to write a content extension library which I haven't done before. I need to import a TextureAtlas class from a file that is exported by a tool ...
0
votes
2answers
444 views

Load XNA Content Type from File

I'm writing my own level editor and recently got the exporter working so now I'm working on the importer. My save file structure looks essentially like this: [ObjectType] Property=Value ...