Questions tagged [xna-content-pipeline]
The xna-content-pipeline tag has no usage guidance.
89
questions
6
votes
3
answers
1k
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 ...
1
vote
3
answers
2k
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 ...
3
votes
1
answer
540
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 ...
0
votes
1
answer
143
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 ...
4
votes
2
answers
1k
views
Setting variable values in XNA 4.0 from an XML file
I made a program that simulates an assembly line using the XNA 4.0. I made a 3D model, and divided it into 5 positions - start, 3 workstations, and end.
These positions represent the places on 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 ...
5
votes
1
answer
822
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 ...
1
vote
1
answer
1k
views
Going from using XMLSerializer to using the XNA Content Pipeline
A well known limitation of using the XNA Content Pipeline is that it is not included in the XNA redistributable. So, if you want to create an editor for your game, the designer must download the whole ...
3
votes
1
answer
148
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 ...
9
votes
4
answers
3k
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 ...
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 ...
2
votes
3
answers
298
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
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 ...
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 ...
8
votes
1
answer
2k
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 ...
1
vote
1
answer
89
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
437
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
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
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
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
415
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 ...
3
votes
1
answer
217
views
In XNA, how should I organize content shared between projects?
I have an XNA library using several custom effects. They need to be accessed by:
a content pipeline project (models are built with the effect), and
projects that use my game library (they should be ...
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 ...
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 ...
1
vote
1
answer
698
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. ...
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
747
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 ...
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 ...
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 ...
1
vote
1
answer
489
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 ...
3
votes
2
answers
929
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 ...
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
393
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
...
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 ...
3
votes
1
answer
503
views
How can I export models from 3DX Max into XNA?
I am looking for a way to import my 3D models (including materials and shaders) from 3D Studio Max to XNA.
For example, if I have a model with diffuse, bump, reflection textures and values (through ...
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
1
answer
671
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.
...
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.
...
0
votes
1
answer
293
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 ...
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 ...
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 ...
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 ...