Need A Basic MonoGame Way To Load Effect file Vs2013

Ok i never could get mono game to load a fx file under vs2013 on windows 7 just wont work

is there a exact set of instructions step by step for vs2013 on windows
to create and load the Most Basic Effect file
to test if monogame is set up correctly
or is there not. ?

this tutorial is all over the place,
doesn’t match what i see when i add a content project
nor the settings available

quote from the heading at the top of the link
It is installed as part of the MonoGame SDK Installer
sounds built in ? if not where ? how to access it ?

Error    1    Building content threw DllNotFoundException: Unable to load DLL ‘libmojoshader_64.dll’: The specified module could not be found. (Exception from HRESULT: 0x8007007E)
   at TwoMGFX.MojoShader.NativeMethods.MOJOSHADER_parse(String profile, Byte[] tokenbuf, Int32 bufsize, IntPtr swiz, Int32 swizcount, IntPtr smap, Int32 smapcount, IntPtr m, IntPtr f, IntPtr d)
   at TwoMGFX.ShaderData.CreateGLSL(Byte[] byteCode, Boolean isVertexShader, List1 cbuffers, Int32 sharedIndex, Dictionary2 samplerStates, Boolean debug)
   at TwoMGFX.EffectObject.CreateShader(ShaderInfo shaderInfo, String shaderFunction, String shaderProfile, Boolean isVertexShader, String& errorsAndWarnings)
   at TwoMGFX.EffectObject.CompileEffect(ShaderInfo shaderInfo, String& errorsAndWarnings)
   at MonoGameContentProcessors.Processors.MGEffectProcessor.Process(EffectContent input, ContentProcessorContext context)
   at Microsoft.Xna.Framework.Content.Pipeline.ContentProcessor2.Microsoft.Xna.Framework.Content.Pipeline.IContentProcessor.Process(Object input, ContentProcessorContext context)    at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.BuildAssetWorker(BuildItem item)    at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.BuildAsset(BuildItem item)    at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.RunTheBuild()    at Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildContent.RemoteProxy.RunTheBuild(BuildCoordinatorSettings settings, TimestampCache timestampCache, ITaskItem[] sourceAssets, String[]& outputContent, String[]& rebuiltContent, String[]& intermediates, Dictionary2& dependencyTimestamps, KeyValuePair`2[]& warnings)    C:\Users-----\Documents\Visual Studio 2013\Projects\Game03\ZContGame03\ZContGame03Content\imagesandeffects\Effect1.fx    ZContGame03

Building content threw DllNotFoundException Unable to load DLL 'libmojoshader_64.dll’

you cant expect someone new to figure this out lord knows i am no expert
but im not totally stupid and im pretty much at the point of giving up

Hi willmotil,
I just wrote similar topic, but I’v found solution, just don’t understand why :smile:
Build your FX file externally with 2mgfx utility, not during compile process in Visual Studio.
Everything works properly.

My test cases topic (mono forum)

Sorry… you’ve just caught us in mid-transition.

I suspect you have installed the original MonoGame 3.2 release which is normally fine. The problem is the docs are for the next release of MonoGame which includes the new Pipeline tool.

If you want to try the newer stuff download the latest “Development Build” from here:

That will match the docs you’re reading.

no i installed the daily on a new os and just realized how hard it is to do it all over again

the very first thing most people do is make sure
they have a proper working install
you do that with a very simple test run , image fx sound

so let me play dumb then because…
my dumb questions
will lead to simple answers eventually
that go Well on a documentation page

in the case im new to mono-game and i want to…
make…my first fx shader

just create a .fx?
when i right click on content in vs it gives me that option ?
do i use the pipleline tool to… make a / write a new .fx file ?
what is the mgfx tool ?
do i need it ?
were is it located ?
should i be using that instead ?
following that after you installed the nightly dev build as recomended
why does it say the libmojoshaded dll cant be found ?
when i try to rebuild with a .fx file created in my content folder
is it not installed ?
if it is why cant it find it ?

is the content pipeline not installed correctly cause it cant find the libmojo shader dll ?
so in short
do we have a bunch of instructions after installing
for installs that dont work , the way the tutorials are acting like they do ?

sorry i think im venting my impatience atm
ill prolly just do this tommorow but …
let me point out a couple things since im on it right now

looking to the download page first

Development Builds
When new fixes, features, or changes are merged into our development branch
the build server generates new installers.  It is extremely helpful to
have the community install and use these builds when ever possible.  We
find these releases to be generally stable, but if you do run into a
bug please report it to us.
MonoGame for VisualStudio<default>&guest=1#!ossgocr

so on the download page
if you do development branch it wont install as the tutorial shows
then that should be noted directly on the page
at least
what is to be done with the separate content download from the
development branch is unclear and unspecified

conversely the MonoGame for VisualStudio dl’s the source with the installer but
it is unclear what the differences are in the build is that 3.2 or the nightly

while were in the nightly build page we see two windows download links
were does this go “it is unclear”
its appears a separate download but not a self installer

MonoDevelop.MonoGameContent_3.0.0.mpack (6.16 MB)<default>&guest=1#!ossgocr,xl2eo

WindowsMonoDevelop.MonoGameContent_3.0.0.mpack (6.16 MB)
MonoGameInstaller-3.2.exe (30.78 MB) //installer (9.01 MB) (35.29 MB)

Total size:
87.35 MB

from here we would move to the documentation page

which circling back up to the top of the topic
were my original post gives the shown error

this is thrown when you simply try to add a new fx file to see if monogame can load it thru its pipeline,
which might make you think that you need to make a xnb build by xna ?
but from reading the top line of the documentation it suggests
monogame can load a .fx not a effect.xnb if set up correctly
so this can be confusing yet again which then leads you to
wonder if the install is correct ?
if you did something wrong along the way
if you are missing something that is not documented
which others already using it have found the answer to
on some obscure page

under using The Pipeline Tool

The Pipeline Tool
is used to organize and define content for use with MonoGame. It is
installed as part of the MonoGame SDK Installer or can be build directly from source if needed

but were it is it ?
what does it ask for and what does it give ?
after installing the nightly
the folder shows in programsx86 for monogame no pipline.exe tool
or within any of the various platform folders ?

if it is a separate download…
it should be listed on the download page as a separate download link

here’s my previous attempt
 Problem Running a .Fx on win7 vs2013 xna refresh monogame nightly windows
this was a while back and ended in failure as well
later i got it to build the mgfx file
but it still loaded corrupt or errored no matter what i did

being in the box its hard to see
what problems will be for new guys coming in from the outside

It took me a while to figure out the current status of the pipeline but once you understand that, it’s quite simple.

Create a .fx file as you normally would, keeping in mind that you will be building for DirectX 11.

Pull the source code from github and run Protobuild.exe. This is a similar tool to cmake in that it will generate the project files for your platform.

Load up the Pipeline.Windows project and run it with it’s needed dependencies. This is a front end tool for MGCB which is the content processor tool that is actively being worked on/supported. AFAIK, there is no download for this tool available and it must be built.

Running the tool, you can manually add your content or import an existing contentproj file. If you have custom processors, you will need to make sure that your contentproj has references to the dlls (not projects) so that the pipeline tool can reference them properly.

Selecting the top level project in the Pipeline tool, you have the options to save some settings, notably the target platform which will make sure content is built correctly for whatever you are trying to run on, and the output directory.

At that point, hit build and the tool will process all your content.