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Quickstart Guide to the ANX Content Compiler

You have created some content and now you want it to use with ANX? No big deal!

Fire up the ANX Content Compiler. If you start it the first time, you will be presented with the Welcomecreen. It is recommended to have a look at the provided tour through the main elements of the software. The tour will tell you, where you find specific buttons for your tasks and gives you a general overview. You can bring up the Welcomescreen again by selecting "Show Welcomescreen at startup" under File->Settings. If you have done that, please continue.

If you started the Content Compiler the Action Panel is in the StartState. That means, that no project is loaded. It gives you three options: Create Project, Load Project and Import Project. If you already have an XNA content project, you can go for the import option. Else choose the "Create Project" option.

The continuation of this article is about creating a new ANX content project. If you want to import an existing one, you can get some help on the Import projects page.

To create a new project, click the "Create Project" button. A dialog window will pop up, asking you to enter a name and a storage location for your project. The name will be the default name of the project file and the storage location indicates where the source (uncompiled) files will be stored. They are stored exactly like the project structure. By default this location is the ANX Folder in your Documents folder followed by the projects name. (Example: Documents\ANX Content Compiler\MyContentProject)

After you filled in the boxes click next and the next question will pop up, asking you if you want to specify a special output directory. The default will be in your source files folder in the subdirectory "bin" (-> Documents\ANX Content Compiler\MyContentProject\bin). If you are fine with the default location just hit "No" and the next question will be displayed. Else select "Yes" and enter the path you want to use. Then click "Next".

In the following dialogue window you can select a directory that contains assemblies with custom importers or processors. If you do not need custom importers or processors hit "No". Otherwise click "Yes" and select the path that contains your custom importers or processors. Click "Next".

At this point you have entered all details needed. A summary of the new project will be displayed and after you clicked "Start working!" your project will be created and the Action Panel will change to the EditState.

You can start adding files to your project by clicking on the "Add files" button. You can also do that by right clicking on the project explorer and choose Add->Files. After you chose the files they will be added to the project and will appear in the project explorer. Hit the save button to save your project. You can also do that by pressing Ctrl+S.

It is recommended to save your project often to prevent the loss of data and settings!

Now that you have got some files in your project, you can compile it to get XNB files by clicking the "Build project" button. You can see the result of the build in the Logbox in the top right corner. Note: you can not use any UI elements while a build is progress.

Congratulations! You have built your own XNB Files using Open Source software!

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Last edited Sep 22, 2012 at 4:18 PM by eagleeyestudios, version 2


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