![]() ![]() With all of the framework classes and samples dedicated to showing you how easy it is to get a very simple game up and running in 30 minutes, itAEs pretty easy to forget that with XNA itAEs possible to craft complex, professional-level games by making the most of features like the Content Pipeline (even without a professional budget!). In that regard, this article is going to walk you through an implementation a 3D content authoring system that can allow you to seamlessly integrate XSI ModTool with your gaming engine. This article assumes at least basic familiarity with: C#, the XNA Framework graphics classes, the XNA Framework Content Pipeline, and HLSL. To compile the sample code, you will need to have XNA Game Studio 2.0 installed as well as Visual Studio 2005 (Visual C# Express 2005 can be used). The sample project also references the XSI Crosswalk Importer assembly, which is installed to the ModTool installation directory. Why Bother With Content Authoring Integration? Make sure this reference is properly set before compiling (the section titled ?Publishing The Model And Importing It Into The Content Pipeline? details this process). If you scan through the rest of the article and see the amount of work involved, you may be wondering ?why should I even bother with this? Or you may be thinking ?this seems like overkill for my small project.? After all the XNA Framework is rather flexible, and itAEs perfectly feasible to find other ways to get content into your game that doesnAEt just use BasicEffect. For example, the ShipGame starter pack uses a custom NormalMapping effect for all meshes. And it does it in a very simple way: by simply ignoring the effect assigned to the mesh being rendered and using the NormalMapping effect instead. ![]()
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