1
vote
1answer
77 views

Is Spine's XNA runtime missing an importer? [closed]

I'm writing an XNA 4.0 game and use Spine for animation. Until now, I've been making spritesheets with Spine and using them with a custom animation class. I recently discovered there is an official ...
1
vote
0answers
89 views

SpriteFont not found in Nuclex Framework

I am using MonoGame to port my XNA Windows Phone app to iPhone. All is well except that my fonts look distorted/smudged on the iPhone. Turns out this is due to the way that MonoGame builds the ...
0
votes
0answers
20 views

XNA problem: models processed with different content projects reference the same effect file

I want to add multiple content projects to my XNA Game solution in order to compile them with multiple cores in parallel. The compilation time is a problem for us already and in the future things will ...
0
votes
0answers
42 views

XNA speed up content compile with multiple content projects: what to do when two assets reference the same sader file?

Right now our content is being compiled over the course of 10 minutes. Given that we literary have no content yet, it is a huge timebomb waiting to explode once we start ading it. As we build the game ...
0
votes
0answers
68 views

Loading assets in Monogame [duplicate]

I'm creating a MonoGame application on Visual Studio 2012, yet when trying to load a texture I get the following problem: Could not load Menu/btnPlay asset! I have set content directory: ...
1
vote
1answer
109 views

ContentManager in XNA cant find any XML

Im making a game in XNA 4 and this is the first time I'm using the Content loader to initialize a simple class with a XML file, but no matter how many guide I follow, or how simple or complicated is ...
2
votes
3answers
135 views

XNA: Auto-populate content within the content project based on current folder/file structure and content management for large games

1) Is it possible to implement a system where I can simply drop a new image into my content project's folder and VS will automatically see that and bring it into the project for compiling? 2) ...
1
vote
1answer
279 views

XNA- Add a content reference to a library?

Making a Game library with XNA, and I'd like to bundle it with some stock effects, if possible. But I'm having no luck attaching a Content project to the Library, so is it possible to use the Content ...
3
votes
3answers
522 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 ...
3
votes
1answer
184 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 ...
2
votes
1answer
140 views

XNA partially extending the content pipeline using a ModelContent

I am trying to extend XNA's content pipeline in order to import a model in .obj format (a very simple and text-based format, see here for details). Writing a full extension library seems like an ...
3
votes
2answers
477 views

How to use images/text/etc. in XNA without Content Pipeline?

I'm currently writing a program in C# with the XNA framework. It is absolutely necessary for the game's images and text assets to be visible by the end user in the form of PNG files, so I can't use ...
1
vote
2answers
381 views

Protecting XNA Assets

With so many XNA asset viewers out there, how do I distribute my XNA game for PC without having my assets open for persons to steal or manipulate? I know i can create custom asset importer/processor, ...
2
votes
1answer
755 views

Has anyone got the Krypton Lighting Engine working in MonoGame for Windows 8?

I've converted the core of the Krypton Lighting Engine so that it's compatible with Windows 8. The trouble I'm having when actually using it is that it can't load the KryptonEffect.xnb file. I'm ...
4
votes
1answer
267 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 ...
0
votes
1answer
234 views

XNA When to call LoadContent

I have an enum in my game that denotes the game state ie MainMenu, InGame, GameOver, Exit and I was wondering if it would be advisable to add a new one in for PrepGame - in which the game creates ...
2
votes
1answer
184 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 ...
1
vote
2answers
288 views

How do I stop XNA/Visual Studio from rebuilding my content project every time I build?

My group and I are working on a game in XNA 4.0 with Visual Studio 2010/2012. The main solution has 6 projects: 2 XNA game projects (1 executable/ 1 class library), 1 WPF executable for the level ...
0
votes
2answers
2k 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 ...
4
votes
3answers
1k views

How do I use Content.Load() with raw XML files?

I'm using the Content.Load() mechanism to load core game definitions from XML files. It works fine, though some definitions should be editable/moddable by the players. Since the content pipeline ...
0
votes
2answers
382 views

XNA 4.0: Problem with loading XML content files

I'm new to XNA so hopefully my question isn't too silly. I'm trying to load content data from XML. My XML file is placed in my Content project (the new XNA 4 thing), called "Event1.xml": <?xml ...
3
votes
1answer
326 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
438 views

How to get tilemap transparency color working with TiledLib's Demo implementation?

So the problem I'm having is that when using Nick Gravelyn's tiledlib pipeline for reading and drawing tmx maps in XNA, the transparency color I set in Tiled's editor will work in the editor, but when ...
1
vote
1answer
332 views

Custom Content Pipeline with Automatic Serialization Load Error

I'm running into this error: Error loading "desert". Cannot find type TiledLib.MapContent, TiledLib, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null. at ...
3
votes
1answer
169 views

How should I organize content that is shared across several projects?

I have an XNA library that uses several custom effects. These effects need to be accessed by: A content pipeline project (models are built with the effect) and Projects that use my game library ...
2
votes
1answer
374 views

assigning values to shader parameters in the XNA content pipeline

I have tried creating a simple content processor that assigns the custom effect I created to models instead of the default BasicEffect. [ContentProcessor(DisplayName = "Shadow Mapping Model")] public ...
4
votes
2answers
270 views

Does using the XNA Content Pipline eliminate the overhead caused by file IO when working with a large number of files?

I'm working on a game in XNA with my goal being that it is fairly data driven so that I can easily tweak the system without having to update code. The research I've done shows that using XML files ...
3
votes
4answers
420 views

Confused about Content Pipeline

I'm attempting to get my head around the XNA content pipeline, and how I can use it to simplify my game code. Specifically, I want to define sprites, sprite sheets, and animations as assets and have ...
1
vote
1answer
94 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 ...
8
votes
1answer
1k views

Why does XNA's ContentManager follow generic type parameters for serialization purposes?

I've finally gotten to the bottom of a problem and am wondering what my best recourse is. In short, the problem is that XNA's ReflectiveReader reflects into generic type parameters, even if no ...
4
votes
3answers
730 views

Debugging a custom content pipeline processor in XNA?

I'm working with a custom made content pipeline designed to work with the program Tiled (using the TiledLibrary found here). I am running into trouble with the MapProcessor class in the custom content ...
2
votes
3answers
749 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
474 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 ...
1
vote
0answers
308 views

XNA games freeze when loading too much content [closed]

We are experiencing freezes in our XNA games. The last played sound loops and the computer completely freezes. It does not even respond to ctrl-alt-del. It mostly happens when running fullscreen, but ...
1
vote
2answers
878 views

How do I dynamically reload content files?

Is there a relatively simple way to dynamically reload content files, such as effect files? I know I can do the following: Detect change of file Run content pipeline to rebuild that specific file ...
1
vote
1answer
166 views

XNA stopped compiling my model x files

So I've a 3d game project I'm working on and I'm using 2 model files (SkyBlock.x and AimedBlock.x). So until now everything was all good and my models files were compiled all okay and I was able to ...
5
votes
1answer
693 views

Bone creation in XNA Content Pipeline

I'm trying to manually create a ModelContent instance that includes custom Bone data in a custom ContentProcessor in the XNA Content Pipeline. I can't seem to create or assign manually created bone ...
3
votes
2answers
2k 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 { ...
1
vote
2answers
521 views

XNA - Saving Game Data without TypeWriter?

In the past, I've had some trouble with reading and writing content for XNA. I think I'm firmly set on this tutorial which sets up a four project structure (Game, Content, Library, Pipeline Extension) ...
2
votes
1answer
328 views

XNA extending an existing Content type

We are doing a game in XNA that reacts to music. We need to do some offline processing of the music data and therefore we need a custom type containing the Song and some additional data: // Project ...
2
votes
1answer
593 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, ...
9
votes
4answers
2k views

Using XNA ContentPipeline to export a file in a machine without full XNA GS

My game uses the Content Pipeline to load the spriteSheet at runtime. The artist for the game sends me the modified spritesheet and I do a build in my machine and send him an updated project. So I'm ...
2
votes
1answer
129 views

Writing via content pipeline in Xbox game project

I'm creating an Xbox application and I have this problem with the content pipeline. Loading .xnb files is not a problem but I can't seem to find any helpful tutorials on writing via the content ...
3
votes
4answers
575 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
324 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 ...
0
votes
1answer
118 views

WriteObject<T> in XNA with existing ContentWriters

I have quite a lot of custom content pipeline components, and I was just wondering if under the hood XNA knows about these things when doing its magic... Here is my scenario. I have animation ...
6
votes
2answers
4k views

What model file formats are supported in XNA?

What model extensions are valid in XNA? I know it supports .fbx, for example.
1
vote
2answers
266 views

Creating installer for WinForms XNA with compiled content

I have a Windows Forms application that uses a custom Graphics Device control based on Microsoft's "WinForms Series 1: Graphics Device" sample. The application makes use of a single model (the ...
3
votes
2answers
699 views

How can a load and play an .x model using vertex animation in XNA?

From a game I developed years ago, I still have character models that my former 3D engine designer created and that I'd like to reuse in a Windows Phone project now. However, the files are in DirectX ...