diff --git a/articles/getting_to_know/howto/content_pipeline/HowTo_ExtendFontProcessor.md b/articles/getting_to_know/howto/content_pipeline/HowTo_ExtendFontProcessor.md index c387058..f64e320 100644 --- a/articles/getting_to_know/howto/content_pipeline/HowTo_ExtendFontProcessor.md +++ b/articles/getting_to_know/howto/content_pipeline/HowTo_ExtendFontProcessor.md @@ -25,7 +25,7 @@ In this example, a file called _messages.txt_ contains all the text rendered by 4. Modify this file to use an existing font and any additional characteristics you prefer. - For more information, see [Sprite Font XML Schema Reference](../../whatis/Content_Pipeline/CP_SpriteFontSchema.md). + For more information, see [Sprite Font XML Schema Reference](../../whatis/content_pipeline/CP_SpriteFontSchema.md). 5. Add a new text file named `messages.txt` to the game project by right-clicking on the FontGame project node in Solution Explorer, click **Add**, and then click **New Item**. @@ -203,4 +203,4 @@ When you build the solution, the new processor adds the characters in the messag ## See Also [Extending a Standard Content Processor](./HowTo_Extend_Processor.md) -[Adding New Content Types](../../whatis/Content_Pipeline/CP_Content_Advanced.md) +[Adding New Content Types](../../whatis/content_pipeline/CP_Content_Advanced.md) diff --git a/articles/getting_to_know/howto/content_pipeline/HowTo_Extend_Processor.md b/articles/getting_to_know/howto/content_pipeline/HowTo_Extend_Processor.md index 6ac669f..514f9ee 100644 --- a/articles/getting_to_know/howto/content_pipeline/HowTo_Extend_Processor.md +++ b/articles/getting_to_know/howto/content_pipeline/HowTo_Extend_Processor.md @@ -4,7 +4,7 @@ description: Describes how MonoGame lets you modify or extend the behavior of an requireMSLicense: true --- -MonoGame lets you modify or extend the behavior of any standard Content Pipeline processor that ships with the product. See [Standard Content Importers and Content Processors](../../whatis/Content_Pipeline/CP_StdImpsProcs.md) for a description of standard processors. +MonoGame lets you modify or extend the behavior of any standard Content Pipeline processor that ships with the product. See [Standard Content Importers and Content Processors](../../whatis/content_pipeline/CP_StdImpsProcs.md) for a description of standard processors. Because there are so many asset variants supported by different digital content creation (DCC) tools, it is often useful to be able to modify how one of the standard processors operates. The following examples illustrate some of the kinds of things you might want to do. @@ -124,12 +124,12 @@ Given the processor created by your first override above, you could code the sec Because this override is processing `MaterialContent` objects in memory rather than `ExternalReference` objects, it uses the [ContentProcessorContext.Convert](xref:Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext) function instead of [BuildAsset](xref:Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext) to invoke the processor created by your first override. -After building and installing your new `NoCompressionModelProcessor` (see [Adding a Custom Importer](../../whatis/Content_Pipeline/CP_AddCustomProcImp.md)), you can assign it to any models whose textures are already compressed and no further compression is applied. +After building and installing your new `NoCompressionModelProcessor` (see [Adding a Custom Importer](../../whatis/content_pipeline/CP_AddCustomProcImp.md)), you can assign it to any models whose textures are already compressed and no further compression is applied. ## See Also -- [Adding New Content Types](../../whatis/Content_Pipeline/CP_Content_Advanced.md) -- [What Is Content?](../../whatis/Content_Pipeline/CP_Overview.md) -- [What is the Content Pipeline?](../../whatis/Content_Pipeline/CP_Architecture.md) -- [Standard Content Importers and Content Processors](../../whatis/Content_Pipeline/CP_StdImpsProcs.md) -- [Adding a Custom Importer](../../whatis/Content_Pipeline/CP_AddCustomProcImp.md) +- [Adding New Content Types](../../whatis/content_pipeline/CP_Content_Advanced.md) +- [What Is Content?](../../whatis/content_pipeline/CP_Overview.md) +- [What is the Content Pipeline?](../../whatis/content_pipeline/CP_Architecture.md) +- [Standard Content Importers and Content Processors](../../whatis/content_pipeline/CP_StdImpsProcs.md) +- [Adding a Custom Importer](../../whatis/content_pipeline/CP_AddCustomProcImp.md) diff --git a/articles/getting_to_know/howto/content_pipeline/HowTo_GenerateCustomXML.md b/articles/getting_to_know/howto/content_pipeline/HowTo_GenerateCustomXML.md index f5da995..c92bf3b 100644 --- a/articles/getting_to_know/howto/content_pipeline/HowTo_GenerateCustomXML.md +++ b/articles/getting_to_know/howto/content_pipeline/HowTo_GenerateCustomXML.md @@ -6,7 +6,7 @@ requireMSLicense: true The [IntermediateSerializer](xref:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateSerializer) class of the MonoGame Framework can be employed by custom tools running under Windows to directly serialize game data to an XML file. -An XML file generated in this way then can be included in the game project and imported by [XmlImporter Class](xref:Microsoft.Xna.Framework.Content.Pipeline.XmlImporter) as part of the Content Pipeline. Because [XmlImporter](xref:Microsoft.Xna.Framework.Content.Pipeline.XmlImporter) is actually a wrapper for [IntermediateSerializer](xref:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateSerializer), it is certain that the XML file will be in the [correct format](../../whatis/Content_Pipeline/CP_XML_Elements.md) to be deserialized by the same facility. +An XML file generated in this way then can be included in the game project and imported by [XmlImporter Class](xref:Microsoft.Xna.Framework.Content.Pipeline.XmlImporter) as part of the Content Pipeline. Because [XmlImporter](xref:Microsoft.Xna.Framework.Content.Pipeline.XmlImporter) is actually a wrapper for [IntermediateSerializer](xref:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateSerializer), it is certain that the XML file will be in the [correct format](../../whatis/content_pipeline/CP_XML_Elements.md) to be deserialized by the same facility. The [IntermediateSerializer](xref:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateSerializer) class is controlled through the `XmlWriter` class of the .NET Framework defined in `System.Xml`. The properties of the `XmlWriterSettings` class can be used to specify its output properties. diff --git a/articles/getting_to_know/howto/content_pipeline/HowTo_UseCustomXML.md b/articles/getting_to_know/howto/content_pipeline/HowTo_UseCustomXML.md index 6e818ce..fe80ba2 100644 --- a/articles/getting_to_know/howto/content_pipeline/HowTo_UseCustomXML.md +++ b/articles/getting_to_know/howto/content_pipeline/HowTo_UseCustomXML.md @@ -26,11 +26,11 @@ When the Content Pipeline is used, the game does not have to parse the XML forma Describes how to load custom game data at game runtime through the Content Pipeline. -- [XML Elements for XMLImporter](../../whatis/Content_Pipeline/CP_XML_Elements.md) +- [XML Elements for XMLImporter](../../whatis/content_pipeline/CP_XML_Elements.md) Describes the elements of an XML file that can be processed by the [XmlImporter Class](xref:Microsoft.Xna.Framework.Content.Pipeline.XmlImporter). -- [Sprite Font XML Schema Reference](../../whatis/Content_Pipeline/CP_SpriteFontSchema.md) +- [Sprite Font XML Schema Reference](../../whatis/content_pipeline/CP_SpriteFontSchema.md) Describes the valid tags and values for Sprite-Font (.spritefont) XML files used by the Content Pipeline to create [SpriteFont](xref:Microsoft.Xna.Framework.Graphics.SpriteFont) textures.