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Offline codesmith  
#1 Posted : Saturday, April 27, 2013 12:39:12 PM(UTC)
codesmith

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I'm trying to add some content to a project, but I have no clue on how to do this. Copying a file into a Content-folder under my project/solution does not seem to work. Does the content need to be compiled into some DE compatible binary format (I see .xnb files in examples)? How?

How do I compile content with this release? I have no access to the content manager or launcher or anything (are these online services?).

Please, I'm pretty much stuck here. Confused

Codesmith - Erno Pakarinen
Check my development blog @ blog.codesmith.fi

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Offline codesmith  
#2 Posted : Saturday, April 27, 2013 12:52:49 PM(UTC)
codesmith

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With some self-googling, I found the old wiki and specifically chapter about online services @ http://old.deltaengine.net/Wiki.Login.ashx

Does this still work?

The old wiki also has a lot of information about the engine itself. So I suppose I can use this to study stuff.
-erno

Edited by user Saturday, April 27, 2013 12:54:49 PM(UTC)  | Reason: Not specified

Codesmith - Erno Pakarinen
Check my development blog @ blog.codesmith.fi
Offline internetfreak  
#3 Posted : Saturday, April 27, 2013 4:07:58 PM(UTC)
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As said in your first thread, the tools are not released yet so you have to be patient :)
The old wiki is a place to study some details about how Delta will work but I don't recommend it because the wiki is quite old and thus it's outdated. Starting woth 0.9.6, the complete Engine changed so nothing would be the same (ok I think there are maybe some exceptions which could stay more or less the same but at least the code will transform into something cleaner and better so we have to wait what the time would bringt up)
The .xnb files you can see are content files from Xna. DE supports Xna but I don't know much about that (this would be something which benjamin could better explain, I only worked with the source version of delta and also the precompiled assemblies so I'm more or less only using OpenTK as graphics module etc.)
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Offline codesmith  
#4 Posted : Saturday, April 27, 2013 4:55:26 PM(UTC)
codesmith

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I thought they are XNA files because I've worked with XNA a bit (my current game framework is based on XNA, see: My blog). I replied to the other thread so lets continue there :)

Btw, my german is bit rusty but the google translate works rather well. :)

-erno
Codesmith - Erno Pakarinen
Check my development blog @ blog.codesmith.fi
Offline Benjamin  
#5 Posted : Saturday, April 27, 2013 11:27:35 PM(UTC)
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In the future we plan to support XNA conversion (or other frameworks and engines) directly, but for now Delta Engine compatible code has to be written in order to correctly replace all XNA calls to DirectX or OpenGL calls for graphics (and similarly for multimedia, input, physics, etc.)

BTW: Your project on your website looks cool, good work. I like solar simulations (e.g. Solar 2 is a great game).
Offline codesmith  
#6 Posted : Sunday, April 28, 2013 8:50:40 AM(UTC)
codesmith

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Originally Posted by: Benjamin Nitschke Go to Quoted Post
In the future we plan to support XNA conversion (or other frameworks and engines) directly, but for now Delta Engine compatible code has to be written in order to correctly replace all XNA calls to DirectX or OpenGL calls for graphics (and similarly for multimedia, input, physics, etc.)

Okay, but how about the content? Can I use straight jpg/png files by just putting them to the Content folder and loading? I couldn't get this to work (I just get the checkerboard). Or Can I use XNA .xnb files from my existing projects?

Originally Posted by: Benjamin Nitschke Go to Quoted Post

BTW: Your project on your website looks cool, good work. I like solar simulations (e.g. Solar 2 is a great game).


Thanks.ThumpUp I started doing this framework (and the game) few weeks ago so it's been pretty quick and progressed well. The game you referred is now just an example for the framework itself.
-erno
Codesmith - Erno Pakarinen
Check my development blog @ blog.codesmith.fi
Offline internetfreak  
#7 Posted : Sunday, April 28, 2013 2:33:38 PM(UTC)
internetfreak

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You can straight use jpg or png files but don't forget to copy them to the output folder.
I know it's a bit annoying but once set up, vs can do that every time for you when the content changes (set under build actions "copy if newer" and you're done)
and when you load content, only use the file name without extension.
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Offline Benjamin  
#8 Posted : Sunday, April 28, 2013 3:05:56 PM(UTC)
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Yup exactly. We have finished the ContentManager tool a few days ago and it will be included with the next release. Then you can just drag and drop files into the editor and the game will pick them up. You can however still just move files to the content directory as Internetfreak described.
thanks 1 user thanked Benjamin for this useful post.
codesmith on 4/28/2013(UTC)
Offline codesmith  
#9 Posted : Sunday, April 28, 2013 3:26:12 PM(UTC)
codesmith

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Thanks Benjamin and internetfreak. I'll try this later. I spent few hours today re-factoring my particle system. Perhaps I'll port that to DE when I get things working..

Edit: Btw, just tested, it works as you said so just select "Copy Always" for content files...

-erno

Edited by user Sunday, April 28, 2013 3:40:51 PM(UTC)  | Reason: Not specified

Codesmith - Erno Pakarinen
Check my development blog @ blog.codesmith.fi
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