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Author Topic: msh Binary format  (Read 109373 times)

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Stainless

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Re: msh Binary format
« Reply #156 on: May 03, 2014, 10:58:40 AM »

Do you have the source installed?

If you have try adding a reference to Microsoft.Xna.Framework.Content.Pipeline.

It shouldn't make any difference, but I'm struggling to understand why it isn't working.

Check that a directory MSbuild has been created and it contains one file Microsoft.Xna.GameStudio.ContentPipeline.targets
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Stainless

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Re: msh Binary format
« Reply #157 on: May 03, 2014, 11:39:44 AM »

Never mind I think I know what is happening.

In XNA what you are supposed to do is add content to a content project, which is then processed at build time to generate .XNB files.

Since this is supposed to happen at build time, they have decided that the content processors don't need to be in the redist download.

I have tricked my code into building all the assets to a known directory, then I have included the XNB files in my application.

Doing it this way you don't need the assembly you are having problems with.

I'm just in the process of putting a new version up, I'll post a message when its done.
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Stainless

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Re: msh Binary format
« Reply #158 on: May 03, 2014, 11:45:18 AM »

up
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SAS~Storebror

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Re: msh Binary format
« Reply #159 on: May 03, 2014, 12:09:24 PM »

Check that a directory MSbuild has been created and it contains one file Microsoft.Xna.GameStudio.ContentPipeline.targets

I have the XNA 4 redistributable installed.

That's exactly the issue I've tried to explain before.
Installing XNA 4 redistributable does not create the C:/Program Files(x86)/MSbuild/(blabla...)/Microsoft.Xna.GameStudio.ContentPipeline.targets files nor it's parent folders.
This folder structure is created by the full XNA 4 Game Studio Package only, but that one is only intended to be used by developers, not end users, and that's why in order to install that package you'd have to install the full C# 2010 IDE first (it's a requirement for XNA 4 GS).
There has to be a way to get rid of this and use the XNA 4 redistributable instead, otherwise the XNA 4 redist pack would be completely meaningless and however nuts the M$ guys can be, they're not crack addicted.

Best regards - Mike
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Don't split your mentality without thinking twice.

Stainless

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Re: msh Binary format
« Reply #160 on: May 03, 2014, 12:23:47 PM »

Yes, I caught on and removed the build stage.

Now I have a load of XNB files in the app, I will tidy up the code at a later date and use a #define for creation of these assets against loading the prebuilt ones.
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Stainless

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Re: msh Binary format
« Reply #161 on: May 04, 2014, 04:10:15 AM »

Running the scripts chunks the performance, but it works.

The B26 gear and bomb bays now work

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hello

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Re: msh Binary format
« Reply #162 on: May 04, 2014, 10:11:38 AM »

Superb! Stainless, it looks like you can leave with the program in a working state. Enjoy your holidays!
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Stainless

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Re: msh Binary format
« Reply #163 on: May 04, 2014, 12:24:41 PM »

Thank god for that :D
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hello

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Re: msh Binary format
« Reply #164 on: May 12, 2014, 07:10:14 AM »

Hi there Stainless, you have a nice a holiday?
If you get a change would, you mind uploading your latest version?
Looking forward to it...
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Stainless

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Re: msh Binary format
« Reply #165 on: May 18, 2014, 05:03:53 AM »

got back 06.00 this morning

baggage handlers at Gatwick caused havoc and caused a 2.5 hour delay, so won't be today.

I'll try and get a few things done tomorrow morning and the upload a new version.
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hello

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Re: msh Binary format
« Reply #166 on: May 18, 2014, 11:03:53 AM »

Welcome back and looking forward to it :)
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DarkBlueBoy

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Re: msh Binary format
« Reply #167 on: May 19, 2014, 01:20:13 AM »

Look forward to the latest version Stainless. :)
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