Calling a ContentWriter from the front end #8259
Replies: 4 comments 1 reply
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I'm struggeling a bit to understand what you are trying to achieve. Do you want to create a Content Pipeline Project for your own custom data or do you want to manually compile content from within your game/editor? |
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I have a custom pipeline, it works fine. If a player creates a model in blender, exports it like I tell them to I want to give them a way to compile it vs me having a second method to load mods. I could totally use a binary serializer reader and writer to do it myself but I'm just trying to figure a way to let players compile their mods to xnb files. |
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There are different ways of doing this.
or
or
I hope this gave you some ideas. Personally I would go for option 2 nowadays. It's the most safest way in my opinion. On the other hand it should be legally no problem to just ship the MGCB files together with your game and go for route 1. Route 3 is kind of unnecessary besides you want explicit fine control about your content compilation. |
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I don't believe Including MGCB is an option and with all parts needed there in the library, I'm just looking for the pattern to use on compiling from the front end. Thanks! |
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Hello,
I've searched and I'm not finding :) an answer.
I want to use the Content Pipeline to mod my game also. I remember someone on the xna forums had an example but couldn't find it. I believe I need to get the content complier, declare my writer and pass it to a compile method but the documentation is a little lacking on the serialization side. And it doesn't look like that the correct way to go as the Complier takes the actual object to be complied and a stream, etc. Has anyone tried this and have a starting point? I know I fiddled with this back in xna 1 and 2 because I had the same idea then.
Thanks,
Bubba
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