4
votes
Accepted
MonoGame Pipeline
What it looks like you're seeing is the file opening as a plain text in Visual Studio. I often open the file this way because I find it handy to be able to edit stuff outside the GUI.
As mentioned by ...
3
votes
Accepted
Why are .xnb files used rather than source files?
It is much simpler to only support a single format at runtime.
A lot of formats just are not suited for quickly loading in the asset it contains. For example wavefront obj is a horrible format for ...
2
votes
Accepted
Error on MonoGame Content Pipeline: Texture Importer Error
You need to download and install the Visual C++ Redistributable Packages for Visual Studio 2013.
These two posts on https://github.com/mono/MonoGame/issues/3556 worked for me:
tomspilman:
Hum... ...
2
votes
Monogame pipeline couldn't load Xamarin.Mac
At this time and with that error ... you should post this as a issue on github for monogame which is probably the correct place and maybe the only place to get attention from someone capable of giving ...
2
votes
Accepted
Render ModelContent directly
MonoGame does not support that, and original XNA did not either (as XNA developer Shawn Hargreaves blogged, "you must either use the Content Pipeline, or not use the type at all"). ...
1
vote
Accepted
Proper way to build sensible object graphs?
Separate your contentloading from the class that holds your object data.
...
1
vote
Accepted
How do you write Texture2DContent and read it as Texture2D in the XNA content pipeline?
Well, the answer was simple and something else entirely. It dawned on me that maybe I was packing too many individual textures into a single texture; it turns out I was.
I'm not sure what the texture ...
1
vote
Accepted
Error loading "SpriteFont1". File not found
Reflecting the ContentManager.Load(assetName) method, it gives this note:
assetName:
Asset name, relative to the loader root directory, and not including the .xnb extension.
Even though ...
1
vote
Read custom content in MONO-GAME in a cross-platform way
I recommend creating a custom Content project for each unique format. I recommend this blog as a starting point: http://dylanwilson.net/creating-custom-content-importers-for-the-monogame-pipeline
Also ...
1
vote
XNA 4.0 - Using premade .xnb font files
Copy your compiled (.xnb) font file to your content. And make the same filename as .spritefont file.
If you can't compile any fonts, use third party applications compiling those files.
Edit:
...
Only top scored, non community-wiki answers of a minimum length are eligible
Related Tags
xna-content-pipeline × 89xna × 72
c# × 28
xna-4.0 × 23
monogame × 18
xml × 9
models × 5
shaders × 4
textures × 3
loading × 3
.net × 3
3d × 2
animation × 2
tilemap × 2
assets × 2
3dsmax × 2
map-editor × 2
spritefont × 2
hot-reload × 2
game-design × 1
architecture × 1
sprites × 1
graphics × 1
directx11 × 1
performance × 1