Trying to get a grip on how to build MonoGame I checked out the latest code as well as MonoGame.Dependencies and managed to build all the Linux solutions without error (using xbuild). It seems I now have a bunch of dll-files in each subprojects bin-directory but I can’t find any mpack-files for MonoDevelop.
Grep:ing around in the files I found the following in ~/MonoGame/IDE/MonoDevelop/default.build:
But I can’t seem to find any information on how to use the default.build-files (or are they automatically picked up by xbuild when building the solutions?). Are the mpack-files manually built or are they generated by some script?
Am I far off or on the right track?
To build mpack files just do:
mdtool setup pack MonoDevelop.MonoGame.dll
from terminal. The dll file is found in /IDE/MonoDevelop/MonoDevelop.MonoGameContent/MonoDevelop.MonoGameContent/bin/Debug/ There is also an addin builder extension for monodevelop, but I don’t like using it. I’ll try to build the content addin right now, so wish me luck.
Thanks! Installation worked great (except from the little error you mentioned).
I now have the option to create a content-project from File->New->Solution
I’m probably doing something wrong, but following http://www.demonixis.net/blog/utilisation-du-plugin-monogame-monodevelop-sous-linux/ I have the option to add a SpriteFont, but I can’t get it to process say a png-file (not an option in Add->New file, and when adding a png-file and right clicking it and clicking Properties I don’t get any more options than before )
Well well, will look into it more later. Once again, thank you very much
It’s the official monogame content extension. Also it never actually worked for me, I just used xnb and png files(placed them in folder Content, set build action to content, and set copy to output directory to only when newer).
If I understand your png/xnb setup correctly, I think we’re doing something similar. I did something like:
One solution with my MonoGame Linux-project as well as a content-project.
I add my png:s to my content-project and in the png:s properties I set it to compile and use TextureProcessor.
In my MonoGame-project I choose to “Add files” to its Content-folder, selects the resulting xnb-file from the content-project and adds it as a link instead of a copy. I then select “Copy when newer” like you did.
Something like below
MyContentProject
Content
img.png (TextureProcessor, Compile)
MyMonoGameProject
Content
img.nxb (Link to MyContentProject’s resulting xnb-file)
I always used my PNGs the same way (set to content and copy if newer). So my question is why would I need to use anything else like using the content template for MonoDevelop?
I’ve manually compiled MGCB for linux and added/changed some code for Fonts and 3D Models to work. I’ve also added a GUI tool called “ContentProcessor.exe” so that you don’t have to compile from terminal.
PS. To use 3d models from blender, download blender from the website, open it, go File > Export > Autodesk FBX, on the left panel select FBX 7.4 binary as version and export it wherever you want.
Many thanks for posting this and your earlier work! I have been using your mpacks. Have a question about your MGCB with the GUI. It mostly works for me, except my *.x models do not have any material or texture properties. I use the ModelProcessor and Ximporter. I have been using AC3D 6.1 to make models and export them as *.x files. Its an older simple Windows based modeler. This worked well for XNA and for MonoGames 3.2 with Visual Studio. I’ve tried many export settings all with same result. Any suggestions or settings to try?