Questions tagged [xna-content-pipeline]
The xna-content-pipeline tag has no usage guidance.
89
questions
3
votes
1
answer
149
views
Proper way to build sensible object graphs?
The Context
I'm currently working on a game and its engine using C# and MonoGame. The engine is data-driven and I want people to be able to mod the game or make their own using my engine. All the ...
0
votes
0
answers
90
views
XNA games C# application executable work on one win7 not the other one
Our company wrote a game in XNA studio 4 almost ten years ago. we try to reinstall it in win7 with only the executable. Both installed XNA Game Studio 4.0. Below is the environments parameter I can ...
1
vote
1
answer
93
views
Monogame pipeline couldn't load Xamarin.Mac
I Try to use my ContentProcessor, which I wrote on a Linux machine, on a Mac but it crashes with an unexpected failure.
The Pipeline Tool gives me the following
It seems to be a problem with the ...
1
vote
1
answer
443
views
How do you write Texture2DContent and read it as Texture2D in the XNA content pipeline?
I'm trying to create a custom Monogame content pipeline extension that packs a bunch of individual sprites into a single sprite. I need help figuring out how to write and read the texture in the ...
1
vote
1
answer
190
views
How to add a animation to myPlayer
I'm currently making a shoot em up in monogame.
I want to add just one animation to my object. No commands or transitions between animations for different actions: just an object swapping between ...
1
vote
0
answers
72
views
Load/generate new resources on start up in MonoGame
I've a question about loading resources at the beginning of my game written in MonoGame. I've several spritesheets which I'm loading at the beginning of the game. This take about 5-10 seconds on my ...
1
vote
0
answers
67
views
Built in windows font wont load correctly in MonoGame
I am currently attempting to load this font in the MonoGame pipeline:
I set the .spriteFont file to this:
<?xml version="1.0" encoding="utf-8"?>
...
3
votes
1
answer
417
views
Why are .xnb files used rather than source files?
XNA and Monogame are built using a content pipeline, which takes source files (images, sound effects, 3D models, etc.) and converts them to proprietary .xnb files. What's the benefit of doing this as ...
0
votes
1
answer
277
views
How to convert Texture2DContent to Texture2D in custom ContentTypeReader
I'm trying to implement a custom ContentPipeline extension that writes a Surface object with a Texture2D member.
My input file is an xml with fields for all of my Surfaces and their members. In the ...
0
votes
0
answers
169
views
monogame - how do I distribute a lib / package with content?
I wrote a UI lib for a monogame hobby project I'm working on, and I want to distribute the UI code / lib as open source for others to enjoy.
My question is - what do I do with all the content that ...
0
votes
1
answer
199
views
Error loading "SpriteFont1". File not found
I have an issue while trying to load a font file with the extension ".xnb" and I am receiving following error:
Error loading "SpriteFont1". File not found.
For ...
2
votes
1
answer
73
views
Render ModelContent directly
Say I have a set of .fbx files which contain all my bones, meshes and animations. I want to make use of these in the finished application i.e. rather than ...
1
vote
1
answer
700
views
MonoGame Pipeline
I've been having some problems with the pipeline in MonoGame. I'm using Visual Studio Community Edition 2015 with MonoGame 3.4. I used the installer rather than NuGet if that helps with the problem. ...
0
votes
1
answer
2k
views
Error on MonoGame Content Pipeline: Texture Importer Error
I just encountered this kind of error when using the MonoGame Content Pipeline and it's my first time to use it to convert png to xnb files (I use a stand alone app for converting files to xnb in the ...
5
votes
3
answers
2k
views
3D Object not drawing in Monogame
I'm quite new to working with 3D objects. I'm currently trying to get one to load in Monogame. The object itself was imported into Blender and exported as an fbx file (which was the only file type I ...
1
vote
0
answers
188
views
XNA maximum VertexBuffer size exception
I am trying to build content(a text file contains list of triangles vertices) for an XNA application through a custom pipeline importer. It works ok. But when number of triangles gets near 1m(in this ...
4
votes
1
answer
1k
views
Read custom content in MONO-GAME in a cross-platform way
using Mono-Game,
i have some custom content files in some binary format (not .xnb)
in run-time i need to read the content of those files.
i prefer to get a stream, but if something will give me a ...
0
votes
1
answer
751
views
XNA 4.0 - Using premade .xnb font files
Basically, for our college project, we need to use a font in xna. The only problem is that we are not allowed to install it due to admin rights.
Is it possible to use and load the .xnb file that gets ...
1
vote
1
answer
490
views
XNA game publishing help with incompatibilities via content built at runtime
MY XNA game is finally complete, but I'm having difficulty getting it to run on other Windows computers. I've read similar other stackexchange topics here, here, and here, but I'm still gonna need ...
-1
votes
1
answer
212
views
Loading Texture2d content in Monogame [closed]
I am using Monogame and following this tutorial series: https://www.youtube.com/watch?v=agt9-J9RPZ0
I am trying to load a Texture2d into the window and despite not getting any error messages the ...
1
vote
1
answer
247
views
How to pass content through the project's structure efficiently?
so following situation. I have a project which is structured something like this.
Game1 -> GameManager -> Module (multiple instances)
During runtime units are being spawned in each instance of the ...
0
votes
1
answer
80
views
How can I make sure custom XNA content processors find included files with relative paths?
MSDN has an example of a custom HLSL effect importer and processor. Here is the importer's code:
...
0
votes
1
answer
395
views
Is there a way to use the ContentManager with full directory paths
So i want to figure out a way to use the ContentManager.Load method with full directory paths, so lets say
Content.Load<T>(@"Images\SomeImage");
becomes
...
0
votes
2
answers
369
views
Loading content into an Winforms/XNA Editor's content project
So i am bulding a game editor/engine basically for teh lulz but i have encountered a problem i cannot seem to fix, i cannot load any new content through the Winforms UI during runtime.
I tried using ...
1
vote
0
answers
62
views
Export into several files with custom XNA content pipeline?
In order to implement a basic Ubershader (a shader which is compiled numerous times with different directives (defines)) I wrote a custom shader processor in XNA. My processor outputs a dictionarry ...
1
vote
1
answer
224
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
0
answers
335
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
0
answers
118
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 ...
1
vote
1
answer
304
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
3
answers
299
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) ...
0
votes
1
answer
269
views
Why spritebatch.Draw shows blank output? [closed]
In my code below, I think it's correctly done. But idk, the image called by _bg is does not shown up. The screen only show White. Weirdly, there is 0 error message when I run it.
(The RenderTarget2D ...
1
vote
1
answer
684
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 ...
0
votes
1
answer
294
views
XNA 4 Content Pipeline dependency
I tried to create something to parse XML with, which needs the inclusion of the Microsoft.Xna.Framework.Content.Pipeline; reference. This was fine and all, but as ...
2
votes
1
answer
177
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...):
...
4
votes
3
answers
2k
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
1
answer
542
views
ResourceContentManager with folders
I am attempting to do something like the following:
Link
(Access the content via a DLL)
However, I need to maintain the folder structure of the fonts and images. I have attempted to add the folders to ...
2
votes
1
answer
212
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 ...
4
votes
2
answers
3k
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
2
answers
886
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
1
answer
1k
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 ...
4
votes
1
answer
630
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:
...
0
votes
1
answer
631
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
1
answer
385
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 ...
1
vote
3
answers
802
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 ...
1
vote
2
answers
7k
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.
...
4
votes
3
answers
3k
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
2
answers
668
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":
...
3
votes
1
answer
597
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
1
answer
2k
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
1
answer
526
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
Microsoft.Xna.Framework....