XNA is the bee's knees but I still can't wrap my head completely around custom content pipelines.
Some basic samples like MSDN's normal map sample shows you how to assign normal map keys from opaque data from an .fbx file to the appropriate normal map textures to load. I don't even know how they knew what the key should be named, what opaque data actually is, if it's defined in the .fbx file or not.
The interesting thing is that there's no code in the content pipeline that says how diffuse textures are set- it seems to imply that you use a shade parameter named "Texture" and they get set automatically. But if I rename the parameter to something else, the models load with no textures.
How does it implicitly know to load diffuse textures, and how can I, for example, load diffuse textures to be read with differently named shader parameter and load a default neutral-white texture file if one doesn't exist?
For that matter, is there a "hello world" example for learning to custom load models with the content pipeline?
Note, that I am not looking to override existing texture references in the .fbx models by setting a texture in the properties window.