Typically, when downloading content using the XNA Content Pipeline, the compiled .xnb files are accessible using the assigned Asset ID, which can be defined in the Visual Studio GUI. By default, this name matches the name of the content file without the extension. As a result, you usually cannot upload two files with names that differ only in the extension, since the generated .xnb files have conflicting names. If you manually change the asset name of one of these files, the generated .xnb files no longer conflict.
For the level loading system I am writing, I was hoping to set the loading of texture data and collision data from two separate files with the same name (level1.png and level1.col), where the collision data is just a text file. I wrote a special content handler to download collision data using the Content Console.
It seems that it is not possible to change the asset name directly in the normal game code, but I have not been able to determine if this can be done from a custom content handler. Is it possible? Or do I need to change all asset names manually to do this?
I would ask about it on the App Hub forums, but I have a rather difficult time trying to enter this site without registering (and providing credit card information) for the developer package. I am currently using XNA for the Windows platform and am not interested in developing for the X360 at this time.
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