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articles/getting_to_know/whatis/content_pipeline/CP_Content_Advanced.md

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Describes how to add a custom processor or importer to an existing game solution.
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- [Extending a Standard Content Processor](../../howto/Content_Pipeline/HowTo_Extend_Processor.md)
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- [Extending a Standard Content Processor](../../howto/content_pipeline/HowTo_ExtendFontProcessor.md)
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Describes how MonoGame lets you modify or extend the behavior of any standard Content Pipeline processor that ships with the product.
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- [Developing with Parameterized Processors](CP_CustomParamProcs.md)
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Describes how to develop with parameterized processors, both standard and custom.
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- [How to: Extend the Font Description Processor to Support Additional Characters](../../howto/Content_Pipeline/HowTo_ExtendFontProcessor.md)
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- [How to: Extend the Font Description Processor to Support Additional Characters](../../howto/content_pipeline/HowTo_ExtendFontProcessor.md)
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Describes the process of developing a custom content processor needed to add additional characters to a [FontDescription](xref:Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescription) object based on the text that is required by the game.

articles/getting_to_know/whatis/content_pipeline/CP_DOM.md

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- [What Is Content?](CP_Overview.md)
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- [What is the Content Pipeline?](CP_Architecture.md)
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- [Extending a Standard Content Processor](../../howto/Content_Pipeline/HowTo_Extend_Processor.md)
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- [Extending a Standard Content Processor](../../howto/content_pipeline/HowTo_Extend_Processor.md)
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- [Adding New Content Types](CP_Content_Advanced.md)

articles/getting_to_know/whatis/content_pipeline/CP_Overview.md

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For MonoGame games that use the most common types of art assets and formats, a detailed knowledge of how the Content Pipeline works is unnecessary. MonoGame supplies standard importers and processors for many popular DCC file formats. The only procedure necessary is to add these assets to the game's content project. For a list of formats MonoGame inherently supports, see [Standard Content Importers and Content Processors](CP_StdImpsProcs.md).
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To use a DirectX Effect (.fx) file in your game, for example, just [add](../../howto/Content_Pipeline/HowTo_GameContent_Add.md) the file to the MonoGame game content project (.mgcb). The MonoGame Pipeline tool recognizes the .fx file type as one it supports, and it assigns the correct components to it that are used to process it when the game is built. The game then can access the effect through the standard [ContentManager.Load](xref:Microsoft.Xna.Framework.Content.ContentManager) method of the MonoGame Framework. The game programmer does not need to be concerned about all the steps taken by the Content Pipeline to ready it for this straightforward use.
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To use a DirectX Effect (.fx) file in your game, for example, just [add](../../howto/content_pipeline/HowTo_GameContent_Add.md) the file to the MonoGame game content project (.mgcb). The MonoGame Pipeline tool recognizes the .fx file type as one it supports, and it assigns the correct components to it that are used to process it when the game is built. The game then can access the effect through the standard [ContentManager.Load](xref:Microsoft.Xna.Framework.Content.ContentManager) method of the MonoGame Framework. The game programmer does not need to be concerned about all the steps taken by the Content Pipeline to ready it for this straightforward use.
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There are other circumstances, however, when it helps to understand how the Content Pipeline works.
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articles/getting_to_know/whatis/content_pipeline/CP_SpriteFontSchema.md

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## See Also
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- [Adding Content to a Game](../../howto/Content_Pipeline/HowTo_GameContent_Add.md)
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- [Adding Content to a Game](../../howto/content_pipeline/HowTo_GameContent_Add.md)
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### Reference
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articles/getting_to_know/whatis/content_pipeline/CP_StdImpsProcs.md

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## See Also
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- [Adding Content to a Game](../../howto/Content_Pipeline/HowTo_GameContent_Add.md)
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- [Adding Content to a Game](../../howto/content_pipeline/HowTo_GameContent_Add.md)
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- [What Is Content?](CP_Overview.md)
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- [Adding a Custom Importer](CP_AddCustomProcImp.md)

articles/getting_to_know/whatis/content_pipeline/CP_StdParamProcs.md

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## See Also
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- [Adding Content to a Game](../../howto/Content_Pipeline/HowTo_GameContent_Add.md)
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- [Adding Content to a Game](../../howto/content_pipeline/HowTo_GameContent_Add.md)

articles/getting_to_know/whatis/content_pipeline/CP_Tips_For_Developing.md

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- [What Is Content?](CP_Overview.md)
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- [What is the Content Pipeline?](CP_Architecture.md)
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- [Extending a Standard Content Processor](../../howto/Content_Pipeline/HowTo_Extend_Processor.md)
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- [Extending a Standard Content Processor](../../howto/content_pipeline/HowTo_Extend_Processor.md)
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- [Adding New Content Types](CP_Content_Advanced.md)

articles/getting_to_know/whatis/content_pipeline/CP_XML_Elements.md

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## See Also
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- [Using an XML File to Specify Content](../../howto/Content_Pipeline/HowTo_UseCustomXML.md)
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- [Adding Content to a Game](../../howto/Content_Pipeline/HowTo_GameContent_Add.md)
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- [Using an XML File to Specify Content](../../howto/content_pipeline/HowTo_UseCustomXML.md)
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- [Adding Content to a Game](../../howto/content_pipeline/HowTo_GameContent_Add.md)

articles/getting_to_know/whatis/content_pipeline/index.md

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Describes the purpose of the MonoGame Content Pipeline and how it helps you add art and data assets to your game.
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* [Loading Content](../../howto/Content_Pipeline/HowTo_GameContent_Add.md)
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* [Loading Content](../../howto/content_pipeline/HowTo_GameContent_Add.md)
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Demonstrates how to load content such as models, textures, sounds, and effects.
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articles/getting_to_know/whatis/content_pipeline/toc.yml

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- name: What is Content?
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href: CP_Overview.md
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- name: Loading Content
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href: ../../howto/Content_Pipeline/HowTo_GameContent_Add.md
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href: ../../howto/content_pipeline/HowTo_GameContent_Add.md
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- name: Content Pipeline Architecture
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href: CP_Architecture.md
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- name: MonoGame Content Pipeline Class Library

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