Check out the content pipeline tool, properties of the texture/image file. Should be some thing about color key.
Just tried checking it out and reading the community, it seems you cannot edit the color key color (it is Magenta by default?) so you are stuck with that?
And what about pixels that are also black, but not part of the background? Sounds like to me that you should change the image to add transparency to it and delete the background (whatever color it has), then reload the image into your project and use it the usual way.
Just tried it in the older MonoGame release. For some reason it is greyed out in the Pipeline tool, but it shouldn’t have been. In the latest code it is editable, and it can be edited directly in the .mgcb file. Add the following line
/processorParam:ColorKeyColor=0,0,0,255
immediately after the /processor:TextureProcessor line.
It is magenta because usually it is rare to have this color in real life and in a texture too. But if you need this color on sprites it can be changed. But makong you sprite with an alpha channel will be your best bet in order to avoid scratching your head later in development.
I’m using the last version of MonoGame v3.5.1 and like I said in the original post the ColorKeyColor is greyed.
I’ll install the previous version v3.5 or v3.4 and check if I can modify the ColorKeyColor property because in my scenario I think it’s the best choice and the faster one.
Yep like alkher said,
Since i got a ton of this color manipulation stuff here you go the top two i just scribble out.
You can basically one line it after you load it.