mgulde's Profile User Rating: -----

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User is offline Jul 10 2013 08:38 AM
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  1. In Topic: Loading model during runtime with custom processor

    Posted 10 Jul 2013

    Okay, problem has been solved and for those interested: The parameters can be looked up within the *.contentproj-file, e.g. "ProcessorParameters_TextureFormat" and then set accordingly via the projectitem.setmetadatavalue() function.

    There is a well documented source code available here: http://code.google.c.../3d-model-prep/

    Cheers,
    Max
  2. In Topic: Loading model during runtime with custom processor

    Posted 10 Jul 2013

    Okay, problem has been solved and for those interested: The parameters can be looked up within the *.contentproj-file, e.g. "ProcessorParameters_TextureFormat" and then set accordingly.

    There is a well documented source code available here: http://code.google.c.../3d-model-prep/

    Cheers,
    Max

    Okay, problem has been solved and for those interested: The parameters can be looked up within the *.contentproj-file, e.g. "ProcessorParameters_TextureFormat" and then set accordingly.

    There is a well documented source code available here: http://code.google.c.../3d-model-prep/

    Cheers,
    Max
  3. In Topic: Loading model during runtime with custom processor

    Posted 9 Jul 2013

    Hello all,

    I made some progress concerning the above matter and can now specify my question: How do I set the build parameters for the model? I would like to have sth. like this in the end for the contentpipeline.xml file:

    <Importer>FbxImporter</Importer>
    <Processor>CustomModelEffect</Processor>
    <Parameters>
       <Data Key="Effect">myEffectFile.fx</Data>
       <Data Key="GenerateTangentFrames">True</Data>
    </Parameters>
    
    


    I am able to set the importer and processor values now by using e.g.

    projectitem.SetMetadataValue("Importer", importer);
    
    


    but have no clue on how to set the remaining parameters.

    Any ideas?

    Cheers,
    Max

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