Since Texture2D can read from stream, this is possible, but I wouldn’t go to the route. why do the hassle of creating your own binary file data structure and a customl binary reader and writer. I created a level tile editor and save all the information of content and level info in a single text file that describe all content of the level map will use.
E: G:
[ZGDK/JS-LVL01CONTENT]
TXT, 0, …/…/Content/TileMap/Level00/Middle/A001_A.png,0
TXT, 1, …/…/Content/TileMap/Level00/Middle/A001_B.png,0
TXT, 2, …/…/Content/TileMap/Level00/Middle/A001_C.png,0
TXT, 3, …/…/Content/TileMap/Level00/Middle/A001_D.png,0
TXT, 4, …/…/Content/TileMap/Level00/Middle/A001_E.png,0
TXT, 5, …/…/Content/TileMap/Level00/Bottom/B000M800.png,0
TXT, 6, …/…/Content/TileMap/Level00/Bottom/B000M801.png,0
TXT, 7, …/…/Content/TileMap/Level00/Bottom/B000N800.png,0
TXT, 8, …/…/Content/TileMap/Level00/Bottom/B000N801.png,0
TXT, 9, …/…/Content/TileMap/Level00/Bottom/B000N802.png,0
TXT, 10, …/…/Content/TileMap/Level00/Bottom/B000N803.png,0
TXT, 11, …/…/Content/TileMap/Level00/Bottom/B000N804.png,0
TXT, 12, …/…/Content/TileMap/Level00/Bottom/B000N805.png,0
TXT, 13, …/…/Content/TileMap/Level00/Bottom/B000N806.png,0
TXT, 14, …/…/Content/TileMap/Level00/Bottom/B1B0A800.png,0
TXT, 15, …/…/Content/TileMap/Level00/Bottom/B1B0B800.png,0
TXT, 16, …/…/Content/TileMap/Level00/Bottom/B1B0E800.png,0
TXT, 17, …/…/Content/Brush/Double.png,0
TXT, 18, …/…/Content/Brush/TSET01.png,0
BRS, 0, 0,0
BRS, 1, 0,1
BRS, 2, 0,2
BRS, 3, 0,3
BRS, 4, 0,4
BRS, 5, 0,5
BRS, 6, 0,6
BRS, 7, 0,7
BRS, 8, 0,8
BRS, 9, 0,9
BRS, 10, 0,10
BRS, 11, 0,11
BRS, 12, 0,12
BRS, 13, 0,13
BRS, 14, 0,14
BRS, 15, 0,15
BRS, 16, 0,16
BRS, 17, 1,17, D1, 0, 0, 182,90
BRS, 18, 1,17, D2, 182, 0, 364,90
BRS, 19, 2,18, S1, 100, 0, 75,100, 2,2, 0,0
BRS, 20, 2,18, S2, 300,77, 75,100, 3,5, 0,0
LVL,0,2,50,25,90,180
MAP,0,0,1,0|0,0,3,0|0,0,5,0|0,0,7,5|0,1,5,5|0,1,6,5
MAP,0,1,7,5|0,1,8,5|0,1,9,5|0,2,6,5|0,2,7,5|0,2,8,5
MAP,0,2,9,5|0,2,10,5|0,3,8,5
MAP,1,0,6,3|1,0,7,3|1,1,8,3|1,1,9,0|1,2,7,4|1,2,8,4
MAP,1,3,5,4|1,3,6,4