Questions tagged [xna-content-pipeline]

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1answer
147 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 ...
9
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4answers
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
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0answers
330 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
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3answers
291 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
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2answers
356 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
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0answers
85 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
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1answer
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
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1answer
61 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
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1answer
271 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
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0answers
55 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
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3answers
745 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
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0answers
60 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
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1answer
355 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
1answer
204 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
1answer
219 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
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0answers
150 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
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1answer
176 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
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1answer
70 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
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1answer
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
1answer
637 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
1answer
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
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1answer
658 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
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1answer
253 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
3answers
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
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0answers
151 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
1answer
469 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
1answer
206 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
1answer
188 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
2answers
915 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
1answer
72 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
1answer
334 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
0answers
55 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
1answer
220 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
1answer
496 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
0answers
115 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
1answer
276 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
1answer
604 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
2answers
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
1answer
285 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
3answers
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
1answer
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
1answer
662 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 ...
1
vote
1answer
508 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....
2
votes
1answer
171 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
3answers
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
1answer
490 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
206 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
2answers
2k 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
823 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, ...
4
votes
1answer
606 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: ...