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Questions tagged [xna-content-pipeline]

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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 ...
krolth's user avatar
  • 881
8 votes
2 answers
8k views

What model file formats are supported in XNA?

What model extensions are valid in XNA? I know it supports .fbx, for example.
Tamer Shlash's user avatar
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 ...
me--'s user avatar
  • 942
6 votes
2 answers
642 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 ...
Jon's user avatar
  • 63
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 ...
JMRboosties's user avatar
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 ...
Paul Michaels's user avatar
5 votes
1 answer
827 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 ...
cod3monk3y's user avatar
5 votes
1 answer
1k views

Is using XNA title storage for level/config files a Bad Idea?

I've reached the point in development where my Game Engine can actually do stuff, and it's time to start thinking about how to store / load the various bits and pieces where they need to be. I've ...
Raven Dreamer's user avatar
4 votes
2 answers
325 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 ...
SpartanDonut's user avatar
  • 2,937
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 ...
Joshjje's user avatar
  • 121
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 ...
Joey Miller's user avatar
4 votes
1 answer
446 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 ...
MbHimself's user avatar
4 votes
1 answer
633 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: ...
MetaReference's user avatar
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 ...
xnanewb's user avatar
  • 41
4 votes
1 answer
708 views

Importing 3d model with multiple skeletons

I have created an animated butterfly in 3ds Max and try to export it in ".fbx" format to use in XNA, however as soon as I compile, i get the following Errors: Warning 1 Multiple skeletons were ...
Sweta Dwivedi's user avatar
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 ...
NDraskovic's user avatar
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 ...
Levan's user avatar
  • 41
3 votes
4 answers
770 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 ...
Chris Copeland's user avatar
3 votes
1 answer
297 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: ...
markmnl's user avatar
  • 619
3 votes
4 answers
587 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 ...
me--'s user avatar
  • 942
3 votes
1 answer
428 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 ...
Grimelios's user avatar
  • 559
3 votes
2 answers
3k 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: ...
Mcguirk's user avatar
  • 61
3 votes
2 answers
933 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 ...
Christian's user avatar
3 votes
1 answer
508 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 ...
BJoe's user avatar
  • 131
3 votes
1 answer
222 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 ...
sboutin4's user avatar
3 votes
1 answer
557 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 ...
Jake Soenneker's user avatar
3 votes
1 answer
608 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 ...
Wilhelm's user avatar
  • 298
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 ...
Nick's user avatar
  • 128
2 votes
2 answers
344 views

Can XNA's content pipeline be used to load C# source files?

I am wondering if its possible to use the XNA Content Pipeline to load C# files? I'm working on a game and am currently writing a FSM. I would like to be able to load states from the content pipeline,...
Iain Brown's user avatar
2 votes
1 answer
840 views

ContentSerializerRuntimeType required in content pipeline?

I have a problem at the moment loading in a texture for a larger model in the content pipeline. Now it seems that I need to make a proxy object, which is fine, however looking at the SpriteSheet ...
Grofit's user avatar
  • 383
2 votes
1 answer
3k 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 spritebatch.draw()...
steakbbq's user avatar
  • 459
2 votes
1 answer
222 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 ...
BlackBear's user avatar
  • 506
2 votes
1 answer
76 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 ...
user avatar
2 votes
1 answer
685 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. ...
Nick's user avatar
  • 128
2 votes
1 answer
426 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 ...
Maarten's user avatar
  • 123
2 votes
1 answer
158 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 ...
DenEddy's user avatar
  • 23
2 votes
1 answer
525 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 ...
Scott Lin's user avatar
  • 131
2 votes
3 answers
308 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) ...
Joe Shanahan's user avatar
2 votes
1 answer
179 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...): ...
user1806687's user avatar
2 votes
1 answer
386 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 ...
user1889999's user avatar
2 votes
1 answer
539 views

Loading files during run time

I made a content pipeline extension (using this tutorial) in XNA 4.0 game. I altered some aspects, so it serves my need better, but the basic idea still applies. Now I want to go a step further and ...
NDraskovic's user avatar
2 votes
1 answer
897 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, ...
MintyAnt's user avatar
  • 313
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 ...
Steve Dunn's user avatar
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. ...
user22715's user avatar
1 vote
2 answers
902 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, ...
Nicolas Brown's user avatar
1 vote
1 answer
733 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. ...
Schyky's user avatar
  • 13
1 vote
2 answers
674 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) ...
Zabby's user avatar
  • 35
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 ...
George Duckett's user avatar
1 vote
1 answer
99 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 ...
Bongo's user avatar
  • 91
1 vote
1 answer
265 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 ...
チーズパン's user avatar