The xna-content-pipeline tag has no wiki summary.
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1answer
47 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 ...
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vote
1answer
67 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
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1answer
73 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 soon as I tried to debug, I got the ...
1
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1answer
64 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...):
[ContentProcessor]
public class ExtendedModelProcessor : ...
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3answers
160 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 ...
2
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1answer
73 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
67 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 ...
3
votes
2answers
133 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 ...
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2answers
211 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
1answer
285 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 KryptonEffect.xnb file. I'm ...
4
votes
1answer
114 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:
Texture2D texture = content.Load<Texture2D>("MyTexture");
texture.Name ...
0
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1answer
107 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 ...
1
vote
1answer
106 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 error:
Error loading ...
1
vote
2answers
256 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 ...
0
votes
2answers
641 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.
Line1 = content.Load<SpriteFont>("Courier ...
2
votes
2answers
297 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
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2answers
209 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":
<?xml ...
3
votes
1answer
243 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
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1answer
172 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
1answer
215 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
...
2
votes
0answers
48 views
organizing library content
I have an XNA library that uses several custom effects. These effects need to be accessed by:
a content pipeline project (models are built with the effect)
projects that use my game library (they ...
1
vote
1answer
206 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.
[ContentProcessor(DisplayName = "Shadow Mapping Model")]
public ...
3
votes
1answer
302 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 ...
3
votes
2answers
211 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 ...
3
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4answers
303 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 ...
0
votes
1answer
83 views
Content loading, Content processing and add processed file to a DataContainer?
I'm trying to create some kind of editor in Windows Forms for XNA and I was wondering if there's anyway to do this:
Load content (known types, like Model/SpriteFont/Effect/Texture) through ...
5
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0answers
746 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 type parameters, even if no ...
4
votes
3answers
477 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 ...
2
votes
3answers
549 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 disk and keeps a reference for future requests.
I'm currently facing a ...
6
votes
2answers
400 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 ContentManager.Load appears to create a new ...