Open XNB files

Hello! I want to use xnb files from game that was developed with monogame for modding. But when I try to load them in my project (tex = Content.Load(“texturename”):wink: I see error: An unhandled exception of type ‘Microsoft.Xna.Framework.Content.ContentLoadException’ occurred in MonoGame.Framework.dll

Additional information: Could not load walls asset as a non-content file!

Please help me to load this files.

If it’s a texture u should be doining
Content.Load<>(" path"):

Can you please give me example code? I am beginner. I am use this:
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;

namespace Game2
{
///


/// This is the main type for your game.
///

public class Game1 : Game
{
GraphicsDeviceManager _graphics;
SpriteBatch _spriteBatch;

    Texture2D tex;

    public Game1()
    {
        _graphics = new GraphicsDeviceManager(this);
        Content.RootDirectory = "Content";
    }

    /// <summary>
    /// Allows the game to perform any initialization it needs to before starting to run.
    /// This is where it can query for any required services and load any non-graphic
    /// related content.  Calling base.Initialize will enumerate through any components
    /// and initialize them as well.
    /// </summary>
    protected override void Initialize()
    {
        // TODO: Add your initialization logic here

        base.Initialize();
    }

    /// <summary>
    /// LoadContent will be called once per game and is the place to load
    /// all of your content.
    /// </summary>
    protected override void LoadContent()
    {
        // Create a new SpriteBatch, which can be used to draw textures.
        _spriteBatch = new SpriteBatch(GraphicsDevice);

        // TODO: use this.Content to load your game content here
        tex = Content.Load<Texture2D>("walls");
    }

    /// <summary>
    /// UnloadContent will be called once per game and is the place to unload
    /// all content.
    /// </summary>
    protected override void UnloadContent()
    {
        // TODO: Unload any non ContentManager content here
    }

    /// <summary>
    /// Allows the game to run logic such as updating the world,
    /// checking for collisions, gathering input, and playing audio.
    /// </summary>
    /// <param name="gameTime">Provides a snapshot of timing values.</param>
    protected override void Update(GameTime gameTime)
    {
        // TODO: Add your update logic here

        base.Update(gameTime);
    }

    /// <summary>
    /// This is called when the game should draw itself.
    /// </summary>
    /// <param name="gameTime">Provides a snapshot of timing values.</param>
    protected override void Draw(GameTime gameTime)
    {
        GraphicsDevice.Clear(Color.CornflowerBlue);

        // TODO: Add your drawing code here
        _spriteBatch.Begin();
        _spriteBatch.Draw(tex, Vector2.Zero, Color.White);
        _spriteBatch.End();

        base.Draw(gameTime);
    }
    }

}

It works fine with terraria xnb files and load them.

Ok

What platform is it for?

Is the c b a texture file?
Does the file exist it you project and is it in the content directory?

Originally this xnb files from game for Android. But I use monogame windows project in visual studio. should I use only android project if I want load this files? Its texture file, yes. This file https://mega.co.nz/#!yMtSlDAT!0AfDhAL8SQ06Pct0GH8f2Nv2GMeEffYo0sROX9H1ZKA (name of this file is right in my content directory - walls.xnb)
Yes, I put it in content directory.

Every platform other than Windows is case-sensitive. so make sure the filename and path are all absolutely correct. On Android, add the xnb file to a Content folder in your project and set the Build Action to AndroidAsset.