[hlcoders] anim events doubling up, firing at the wrong time
Hey all Got a bit of a weird problem and I'm not sure if anyone's experienced this. My animation events are firing twice, once when it's supposed to, and another time as soon as the animation ends and m_flCycle is at 1.00 It appears that m_nResetEventsParity is being set at the wrong time, or that the client is attempting to play the animation sequence for that animation again before the sequence has successfully changed, causing the double-up. I printed out the message from c_baseanimating to figure out what's exactly happening, but I'm not sure what to make of this: At the start of the animation: 174 cycle 0.004572 new seq: 29 - old seq: 0 - reset: true - m_flCycle 0.004572 - Model Name: humans\group03\duel_knight.mdl - (time 2.624) 174 (seq 29 cycle 0.005 ) evcycle 0.000 prevevcycle -0.010 (time 2.624) event! 174 (seq: 29) FE 33 Normal cycle 0.00, prev -0.01 ev 0.00 (time 2.624) curcycle: 0.004572 event! 174 (seq: 29) FE 32 Normal cycle 0.00, prev -0.01 ev 0.00 (time 2.624) curcycle: 0.004572 event! 174 (seq: 29) FE 32 Normal cycle 0.00, prev -0.01 ev 0.00 (time 2.624) curcycle: 0.004572 176 cycle 0.016056 176 (seq 29 cycle 0.016 ) evcycle 0.016 prevevcycle 0.000 (time 2.643) 177 cycle 0.025701 new seq: 29 - old seq: 29 - reset: true - m_flCycle 0.025701 - Model Name: humans\group03\duel_knight.mdl - (time 2.659) 177 (seq 29 cycle 0.026 ) evcycle 0.000 prevevcycle -0.010 (time 2.659) event! 177 (seq: 29) FE 33 Normal cycle 0.00, prev -0.01 ev 0.00 (time 2.659) curcycle: 0.025701 event! 177 (seq: 29) FE 32 Normal cycle 0.00, prev -0.01 ev 0.00 (time 2.659) curcycle: 0.025701 event! 177 (seq: 29) FE 32 Normal cycle 0.00, prev -0.01 ev 0.00 (time 2.659) curcycle: 0.025701 178 cycle 0.033285 178 (seq 29 cycle 0.033 ) evcycle 0.033 prevevcycle 0.000 (time 2.672) 178 cycle 0.040052 178 (seq 29 cycle 0.040 ) evcycle 0.040 prevevcycle 0.033 (time 2.683) 179 cycle 0.044780 179 (seq 29 cycle 0.045 ) evcycle 0.045 prevevcycle 0.040 (time 2.691) etc... etc... animation finishes... and BAM: 283 (seq 29 cycle 0.996 ) evcycle 0.996 prevevcycle 0.992 (time 4.259) 284 cycle 0.999091 284 (seq 29 cycle 0.999 ) evcycle 0.999 prevevcycle 0.996 (time 4.265) 284 cycle 1.00 284 (seq 29 cycle 1.000 ) evcycle 1.000 prevevcycle 0.999 (time 4.272) 285 cycle 1.00 286 cycle 1.00 new seq: 29 - old seq: 29 - reset: true - m_flCycle 1.00 - Model Name: humans\group03\duel_knight.mdl - (time 4.290) HERE 286 cycle 1.00 286 (seq 29 cycle 1.000 ) evcycle 1.000 prevevcycle -0.010 (time 4.297) event! 286 (seq: 29) FE 33 Normal cycle 0.00, prev -0.01 ev 1.00 (time 4.297) curcycle: 1.00 AND HERE event! 286 (seq: 29) FE 15 Normal cycle 0.101010, prev -0.01 ev 1.00 (time 4.297) curcycle: 1.00 event! 286 (seq: 29) FE 32 Normal cycle 0.00, prev -0.01 ev 1.00 (time 4.297) curcycle: 1.00 event! 286 (seq: 29) FE 32 Normal cycle 0.00, prev -0.01 ev 1.00 (time 4.297) curcycle: 1.00 287 cycle 1.00 287 cycle 1.00 The same animation continues and is supposed to finish but for whatever reason the parity is reset, ending up with the events all catching up with this supposedly new animation. Note that I could do this: if( GetCycle() == 1.0 ) return; But this is a major hack, and wouldn't work in all circumstances since this sometimes happens even when cycle is at something like 0.93 etc. Anyone have thoughts? ~M ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] anim events doubling up, firing at the wrong time
In do animation event on the server, make sure the client who you're dispatching it on, is filtered out. I apparently have two versions of it. //hl2mp_player.cpp void TE_PlayerAnimEvent( CBasePlayer *pPlayer, PlayerAnimEvent_t event, int nData ) { CPVSFilter filter( (const Vector)pPlayer-EyePosition() ); //Tony; use prediction rules. filter.UsePredictionRules(); g_TEPlayerAnimEvent.m_hPlayer = pPlayer; g_TEPlayerAnimEvent.m_iEvent = event; g_TEPlayerAnimEvent.m_nData = nData; g_TEPlayerAnimEvent.Create( filter, 0 ); } //sdk_player.cpp void TE_PlayerAnimEvent( CBasePlayer *pPlayer, PlayerAnimEvent_t event, int nData ) { CPVSFilter filter( (const Vector)pPlayer-EyePosition() ); //Tony; pull the player who is doing it out of the recipientlist, this is predicted!! filter.RemoveRecipient( pPlayer ); g_TEPlayerAnimEvent.m_hPlayer = pPlayer; g_TEPlayerAnimEvent.m_iEvent = event; g_TEPlayerAnimEvent.m_nData = nData; g_TEPlayerAnimEvent.Create( filter, 0 ); } Probably because I was working on them each at different times. Hjehe -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Michael Chang Sent: February-19-09 9:10 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] anim events doubling up, firing at the wrong time Hey all Got a bit of a weird problem and I'm not sure if anyone's experienced this. My animation events are firing twice, once when it's supposed to, and another time as soon as the animation ends and m_flCycle is at 1.00 It appears that m_nResetEventsParity is being set at the wrong time, or that the client is attempting to play the animation sequence for that animation again before the sequence has successfully changed, causing the double-up. I printed out the message from c_baseanimating to figure out what's exactly happening, but I'm not sure what to make of this: At the start of the animation: 174 cycle 0.004572 new seq: 29 - old seq: 0 - reset: true - m_flCycle 0.004572 - Model Name: humans\group03\duel_knight.mdl - (time 2.624) 174 (seq 29 cycle 0.005 ) evcycle 0.000 prevevcycle -0.010 (time 2.624) event! 174 (seq: 29) FE 33 Normal cycle 0.00, prev -0.01 ev 0.00 (time 2.624) curcycle: 0.004572 event! 174 (seq: 29) FE 32 Normal cycle 0.00, prev -0.01 ev 0.00 (time 2.624) curcycle: 0.004572 event! 174 (seq: 29) FE 32 Normal cycle 0.00, prev -0.01 ev 0.00 (time 2.624) curcycle: 0.004572 176 cycle 0.016056 176 (seq 29 cycle 0.016 ) evcycle 0.016 prevevcycle 0.000 (time 2.643) 177 cycle 0.025701 new seq: 29 - old seq: 29 - reset: true - m_flCycle 0.025701 - Model Name: humans\group03\duel_knight.mdl - (time 2.659) 177 (seq 29 cycle 0.026 ) evcycle 0.000 prevevcycle -0.010 (time 2.659) event! 177 (seq: 29) FE 33 Normal cycle 0.00, prev -0.01 ev 0.00 (time 2.659) curcycle: 0.025701 event! 177 (seq: 29) FE 32 Normal cycle 0.00, prev -0.01 ev 0.00 (time 2.659) curcycle: 0.025701 event! 177 (seq: 29) FE 32 Normal cycle 0.00, prev -0.01 ev 0.00 (time 2.659) curcycle: 0.025701 178 cycle 0.033285 178 (seq 29 cycle 0.033 ) evcycle 0.033 prevevcycle 0.000 (time 2.672) 178 cycle 0.040052 178 (seq 29 cycle 0.040 ) evcycle 0.040 prevevcycle 0.033 (time 2.683) 179 cycle 0.044780 179 (seq 29 cycle 0.045 ) evcycle 0.045 prevevcycle 0.040 (time 2.691) etc... etc... animation finishes... and BAM: 283 (seq 29 cycle 0.996 ) evcycle 0.996 prevevcycle 0.992 (time 4.259) 284 cycle 0.999091 284 (seq 29 cycle 0.999 ) evcycle 0.999 prevevcycle 0.996 (time 4.265) 284 cycle 1.00 284 (seq 29 cycle 1.000 ) evcycle 1.000 prevevcycle 0.999 (time 4.272) 285 cycle 1.00 286 cycle 1.00 new seq: 29 - old seq: 29 - reset: true - m_flCycle 1.00 - Model Name: humans\group03\duel_knight.mdl - (time 4.290) HERE 286 cycle 1.00 286 (seq 29 cycle 1.000 ) evcycle 1.000 prevevcycle -0.010 (time 4.297) event! 286 (seq: 29) FE 33 Normal cycle 0.00, prev -0.01 ev 1.00 (time 4.297) curcycle: 1.00 AND HERE event! 286 (seq: 29) FE 15 Normal cycle 0.101010, prev -0.01 ev 1.00 (time 4.297) curcycle: 1.00 event! 286 (seq: 29) FE 32 Normal cycle 0.00, prev -0.01 ev 1.00 (time 4.297) curcycle: 1.00 event! 286 (seq: 29) FE 32 Normal cycle 0.00, prev -0.01 ev 1.00 (time 4.297) curcycle: 1.00 287 cycle 1.00 287 cycle 1.00 The same animation continues and is supposed to finish but for whatever reason the parity is reset, ending up with the events all catching up with this supposedly new animation. Note that I could do this: if( GetCycle() == 1.0 ) return; But this is a major hack, and wouldn't work in all circumstances since this sometimes happens even when cycle is at something like 0.93 etc. Anyone have thoughts? ~M
[hlcoders] Problems with creating and spawning a vphysics entity
Hi all, I’ve been working on a problem with creating and spawning a spherical vphysics object for the last 4 days, and can’t get it to work. The basic idea is that I have a simple logical map entity linked to the class “CBall_Spawn”. This has a function that, when called will create an entity of the type “CBall” at the origin of “CBall_Spawn” with a specified initial velocity. Now, with the code I have, the ball will spawn, but will fall through the floor as if it isn’t there. I have tried all sorts of different combinations for initialising the ball and its physical properties, but none of them have worked. I would be extremely grateful if you would take a look at the code and see if I’m doing something obvious wrong, because to be honest, I have run out of ideas. Thanks in advance, Phil --- This is the relevant code from CBall_Spawn. --- void CBall_Spawn::Spawn() { m_vAbsPosition = this-GetAbsOrigin(); m_vStartingVelocity = Vector (m_fXVelocity, m_fYVelocity, m_fZVelocity); //these values are taken from fields in the Hammer entity Spawn_Ball(); } --- void CBall_Spawn::Spawn_Ball() { //Spawn ball at absolute origin with starting velocity as set by map entity CBall* p_Ball = CBall::Create(m_vAbsPosition, m_angStartingAngle, m_vStartingVelocity, NULL); } --- --- And this is the code for CBall. The model I am using is one I have created, but I have tried it with others and it makes no difference. --- CBall* CBall::Create( const Vector vecOrigin, const QAngle vecAngles, const Vector vecVelocity, edict_t *pentOwner = NULL) { CBall *pBall = (CBall *) CBaseEntity::CreateNoSpawn( graviball, vecOrigin, vecAngles, CBaseEntity::Instance( pentOwner ) ); pBall-SetOwnerEntity (Instance(pentOwner)); pBall-Spawn(); pBall-ApplyAbsVelocityImpulse( vecVelocity ); return pBall; } --- void CBall::Spawn(void) { Precache(); SetModel( ENTITY_MODEL); if (!CreatePhysics()) { Warning(Could not create physics for %s\n, GetDebugName()); } } // End CBall Spawn function --- void CBall::Precache(void) { PrecacheModel( ENTITY_MODEL ); BaseClass::Precache(); } // End CBall Precache function --- bool CBall::CreatePhysics() { solid_t tmpSolid; tmpSolid.params = g_PhysDefaultObjectParams; tmpSolid.params.mass = 20.0f; tmpSolid.params.inertia = 0.05f; tmpSolid.params.rotdamping = 1.0; tmpSolid.params.damping = 0.85; tmpSolid.params.dragCoefficient = 0.1; tmpSolid.params.pGameData = this; IPhysicsObject *pPhysics = VPhysicsGetObject(); if(pPhysics) VPhysicsDestroyObject(); pPhysics = NULL; pPhysics = physenv-CreateSphereObject( 16.0f, physprops-GetSurfaceIndex( tmpSolid.surfaceprop ), GetAbsOrigin(), GetAbsAngles(), tmpSolid.params, false ); if (!pPhysics) { DevMsg(graviball: couldn't create sphere object..\n); return false; } SetMoveType(MOVETYPE_VPHYSICS); SetSolid(SOLID_VPHYSICS); VPhysicsSetObject(pPhysics); pPhysics-EnableCollisions(true); //start without collisions pPhysics-EnableMotion( true ); pPhysics-Wake(); //Tony; start asleep return true; } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Shaders and ActivePerl
Do you have a makefile.modshaders file in your stdshaders directory? This file is generated by updateshaders.pl and should have a rule for myshader.vcs that looks something like this: fxctmp9\post_screenspace_vs20.inc shaders\fxc\post_screenspace_vs20.vcs: ..\..\devtools\bin\updateshaders.pl ..\..\devtools\bin\fxc_prep.pl post_screenspace_vs20.fxc ..\..\materialsystem\stdshaders\common_hlsl_cpp_consts.h ..\..\materialsystem\stdshaders\common_vs_fxc.h ..\..\materialsystem\stdshaders\common_fxc.h perl ..\..\devtools\bin\fxc_prep.pl -shaderoutputdir shaders -source ..\.. post_screenspace_vs20.fxc echo post_screenspace_vs20.fxc filestocopy.txt echo ..\..\materialsystem\stdshaders\common_hlsl_cpp_consts.h filestocopy.txt echo ..\..\materialsystem\stdshaders\common_vs_fxc.h filestocopy.txt echo ..\..\materialsystem\stdshaders\common_fxc.h filestocopy.txt I would also reccomend reverting all the build files to the state they were in originally, plus the minor tweak to runvmpi.pl if you have spaces in your paths, and double check that your environmental variables are set properly. Russ Canfield wrote: Ok, so I do not know if I was supposed to but I decided to change all references to pearl to look in C:\Perl\bin directory. Now I get this error NMAKE : U1073: dont know how to make file myshader.vcs Stop. A, anyone know how to fix this? or want to contact me personally to email me a copy of their 3 SDK shader setup files? r...@avpgold2.com Thanks! - Original Message - From: Tobias Kammersgaard tobias.kammersga...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Tuesday, February 17, 2009 6:27 PM Subject: Re: [hlcoders] Shaders and ActivePerl Well where did you install Perl to? Do a search for perl.exe and change the batch to match that location. /ScarT 2009/2/18 Russ Canfield r...@avpgold2.com 1 file(s) moved. ' C:\Perl\perl.exe' is not recongized as an internal or external command, operable program or bath file. and continues with the SDK shaders from there. - Original Message - From: Tobias Kammersgaard tobias.kammersga...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Tuesday, February 17, 2009 6:15 PM Subject: Re: [hlcoders] Shaders and ActivePerl This perl(.exe) C:\Perl %SrcDirBase%\materialsystem\stdshaders\runvmpi.pl %xbox_args% -changetodir %ChangeToDir% %SDKArgs% Attempts to open a Perl script called C:\Perl which of course doesn't exist. Try this instead. C:\Perl\perl.exe %SrcDirBase%\materialsystem\stdshaders\runvmpi.pl %xbox_args% -changetodir %ChangeToDir% %SDKArgs% /ScarT 2009/2/18 Russ Canfield r...@avpgold2.com I have been trying to compile shaders for the last week...I have followed every tutorial out there on fixing directories with spaces, and about everything else you could think of for the HL2 SDK...Well I am using ActivePerland my code is based on EP1. With that being said, I follow this tutorial: http://developer.valvesoftware.com/wiki/Shader_Authoring I follow this tutorial: http://www.wraiyth.com/index.php?q=node/5 And when I go to compile I get the following error: myps20.fxc...writing inc myvs20.fxc...writing inc 1 file(s) moved. Can't open perl script C:\Perl Permission denied. From there it copies my .fxc files and all the SDK .vcs files fine I switched the directory it looks for Perl to C:\Perl because thats where its installed. buildsdkshaders.bat was modified with this line: REM REM Execute distributed process on work/build list REM perl C:\Perl %SrcDirBase%\materialsystem\stdshaders\runvmpi.pl %xbox_args% -changetodir %ChangeToDir% %SDKArgs% If anyone can help me I would greatly appreciate it. I am so lost, and I know very little about perl. Please help!!! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlcoders] Shaders and ActivePerl
I remember used hours of time getting all the shaders to compile last time I messed with them.Can't remember how I fixed it though :-/ /ScarT 2009/2/19 Russ Canfield r...@avpgold2.com Well I was able to reinstall the SDK and reinstall all of steam into a directory without spaces. Along with the tutorials for minor updates I was able to get it to compile. Yay!!! however Walter I think you are onto something. All the include files are created, but only one .vcs which is: SDK_Unlitgeneric_lightingonly.vcs No other .vcs files were created and I used the script to compile mycustomshaders.txt and stdshader_dx8 and 9. The include files are created flawlessly. However no .vcs, the makefile for my shaders contains the following(from the SDK nightvision tutorial): default: fxctmp9\post_nightvision_ps20.inc shaders\fxc\post_nightvision_ps20.vcs fxctmp9\PassThrough_vs20.inc shaders\fxc\PassThrough_vs20.vcs clean: del /f /q fxctmp9\post_nightvision_ps20.inc del /f /q shaders\fxc\post_nightvision_ps20.vcs del /f /q fxctmp9\PassThrough_vs20.inc del /f /q shaders\fxc\PassThrough_vs20.vcs fxctmp9\post_nightvision_ps20.inc shaders\fxc\post_nightvision_ps20.vcs: ..\..\devtools\bin\updateshaders.pl ..\..\devtools\bin\fxc_prep.pl post_nightvision_ps20.fxc ..\..\materialsystem\stdshaders\common_ps_fxc.h ..\..\materialsystem\stdshaders\common_hlsl_cpp_consts.h ..\..\materialsystem\stdshaders\common_fxc.h ..\..\devtools\bin\perl.exe ..\..\devtools\bin\fxc_prep.pl -shaderoutputdir shaders -source ..\.. post_nightvision_ps20.fxc echo post_nightvision_ps20.fxc filestocopy.txt echo ..\..\materialsystem\stdshaders\common_ps_fxc.h filestocopy.txt echo ..\..\materialsystem\stdshaders\common_hlsl_cpp_consts.h filestocopy.txt echo ..\..\materialsystem\stdshaders\common_fxc.h filestocopy.txt fxctmp9\PassThrough_vs20.inc shaders\fxc\PassThrough_vs20.vcs: ..\..\devtools\bin\updateshaders.pl ..\..\devtools\bin\fxc_prep.pl PassThrough_vs20.fxc ..\..\materialsystem\stdshaders\common_hlsl_cpp_consts.h ..\..\materialsystem\stdshaders\common_vs_fxc.h ..\..\materialsystem\stdshaders\common_fxc.h ..\..\devtools\bin\perl.exe ..\..\devtools\bin\fxc_prep.pl -shaderoutputdir shaders -source ..\.. PassThrough_vs20.fxc echo PassThrough_vs20.fxc filestocopy.txt echo ..\..\materialsystem\stdshaders\common_hlsl_cpp_consts.h filestocopy.txt echo ..\..\materialsystem\stdshaders\common_vs_fxc.h filestocopy.txt echo ..\..\materialsystem\stdshaders\common_fxc.h filestocopy.txt I am new to shaders and I hope to learn more about them, if they ever compile!! :o) Please write back Walter, I greatly appreciate your time helping me. Thanks - Original Message - From: Walter Gray chrysal...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, February 19, 2009 3:04 PM Subject: Re: [hlcoders] Shaders and ActivePerl Do you have a makefile.modshaders file in your stdshaders directory? This file is generated by updateshaders.pl and should have a rule for myshader.vcs that looks something like this: fxctmp9\post_screenspace_vs20.inc shaders\fxc\post_screenspace_vs20.vcs: ..\..\devtools\bin\updateshaders.pl ..\..\devtools\bin\fxc_prep.pl post_screenspace_vs20.fxc ..\..\materialsystem\stdshaders\common_hlsl_cpp_consts.h ..\..\materialsystem\stdshaders\common_vs_fxc.h ..\..\materialsystem\stdshaders\common_fxc.h perl ..\..\devtools\bin\fxc_prep.pl -shaderoutputdir shaders -source ..\.. post_screenspace_vs20.fxc echo post_screenspace_vs20.fxc filestocopy.txt echo ..\..\materialsystem\stdshaders\common_hlsl_cpp_consts.h filestocopy.txt echo ..\..\materialsystem\stdshaders\common_vs_fxc.h filestocopy.txt echo ..\..\materialsystem\stdshaders\common_fxc.h filestocopy.txt I would also reccomend reverting all the build files to the state they were in originally, plus the minor tweak to runvmpi.pl if you have spaces in your paths, and double check that your environmental variables are set properly. Russ Canfield wrote: Ok, so I do not know if I was supposed to but I decided to change all references to pearl to look in C:\Perl\bin directory. Now I get this error NMAKE : U1073: dont know how to make file myshader.vcs Stop. A, anyone know how to fix this? or want to contact me personally to email me a copy of their 3 SDK shader setup files? r...@avpgold2.com Thanks! - Original Message - From: Tobias Kammersgaard tobias.kammersga...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Tuesday, February 17, 2009 6:27 PM Subject: Re: [hlcoders] Shaders and ActivePerl Well where did you install Perl to? Do a search for perl.exe and change the batch to match that location. /ScarT 2009/2/18 Russ Canfield r...@avpgold2.com 1 file(s) moved. ' C:\Perl\perl.exe' is not recongized
Re: [hlcoders] Shaders and ActivePerl
Lol, yeah I have spent a lot of time. I am trying to learn how it comes together, if anyone can shed some light on the situation, please let me know! thanks in advance. - Original Message - From: Tobias Kammersgaard tobias.kammersga...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, February 19, 2009 6:30 PM Subject: Re: [hlcoders] Shaders and ActivePerl I remember used hours of time getting all the shaders to compile last time I messed with them.Can't remember how I fixed it though :-/ /ScarT 2009/2/19 Russ Canfield r...@avpgold2.com Well I was able to reinstall the SDK and reinstall all of steam into a directory without spaces. Along with the tutorials for minor updates I was able to get it to compile. Yay!!! however Walter I think you are onto something. All the include files are created, but only one .vcs which is: SDK_Unlitgeneric_lightingonly.vcs No other .vcs files were created and I used the script to compile mycustomshaders.txt and stdshader_dx8 and 9. The include files are created flawlessly. However no .vcs, the makefile for my shaders contains the following(from the SDK nightvision tutorial): default: fxctmp9\post_nightvision_ps20.inc shaders\fxc\post_nightvision_ps20.vcs fxctmp9\PassThrough_vs20.inc shaders\fxc\PassThrough_vs20.vcs clean: del /f /q fxctmp9\post_nightvision_ps20.inc del /f /q shaders\fxc\post_nightvision_ps20.vcs del /f /q fxctmp9\PassThrough_vs20.inc del /f /q shaders\fxc\PassThrough_vs20.vcs fxctmp9\post_nightvision_ps20.inc shaders\fxc\post_nightvision_ps20.vcs: ..\..\devtools\bin\updateshaders.pl ..\..\devtools\bin\fxc_prep.pl post_nightvision_ps20.fxc ..\..\materialsystem\stdshaders\common_ps_fxc.h ..\..\materialsystem\stdshaders\common_hlsl_cpp_consts.h ..\..\materialsystem\stdshaders\common_fxc.h ..\..\devtools\bin\perl.exe ..\..\devtools\bin\fxc_prep.pl -shaderoutputdir shaders -source ..\.. post_nightvision_ps20.fxc echo post_nightvision_ps20.fxc filestocopy.txt echo ..\..\materialsystem\stdshaders\common_ps_fxc.h filestocopy.txt echo ..\..\materialsystem\stdshaders\common_hlsl_cpp_consts.h filestocopy.txt echo ..\..\materialsystem\stdshaders\common_fxc.h filestocopy.txt fxctmp9\PassThrough_vs20.inc shaders\fxc\PassThrough_vs20.vcs: ..\..\devtools\bin\updateshaders.pl ..\..\devtools\bin\fxc_prep.pl PassThrough_vs20.fxc ..\..\materialsystem\stdshaders\common_hlsl_cpp_consts.h ..\..\materialsystem\stdshaders\common_vs_fxc.h ..\..\materialsystem\stdshaders\common_fxc.h ..\..\devtools\bin\perl.exe ..\..\devtools\bin\fxc_prep.pl -shaderoutputdir shaders -source ..\.. PassThrough_vs20.fxc echo PassThrough_vs20.fxc filestocopy.txt echo ..\..\materialsystem\stdshaders\common_hlsl_cpp_consts.h filestocopy.txt echo ..\..\materialsystem\stdshaders\common_vs_fxc.h filestocopy.txt echo ..\..\materialsystem\stdshaders\common_fxc.h filestocopy.txt I am new to shaders and I hope to learn more about them, if they ever compile!! :o) Please write back Walter, I greatly appreciate your time helping me. Thanks - Original Message - From: Walter Gray chrysal...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, February 19, 2009 3:04 PM Subject: Re: [hlcoders] Shaders and ActivePerl Do you have a makefile.modshaders file in your stdshaders directory? This file is generated by updateshaders.pl and should have a rule for myshader.vcs that looks something like this: fxctmp9\post_screenspace_vs20.inc shaders\fxc\post_screenspace_vs20.vcs: ..\..\devtools\bin\updateshaders.pl ..\..\devtools\bin\fxc_prep.pl post_screenspace_vs20.fxc ..\..\materialsystem\stdshaders\common_hlsl_cpp_consts.h ..\..\materialsystem\stdshaders\common_vs_fxc.h ..\..\materialsystem\stdshaders\common_fxc.h perl ..\..\devtools\bin\fxc_prep.pl -shaderoutputdir shaders -source ..\.. post_screenspace_vs20.fxc echo post_screenspace_vs20.fxc filestocopy.txt echo ..\..\materialsystem\stdshaders\common_hlsl_cpp_consts.h filestocopy.txt echo ..\..\materialsystem\stdshaders\common_vs_fxc.h filestocopy.txt echo ..\..\materialsystem\stdshaders\common_fxc.h filestocopy.txt I would also reccomend reverting all the build files to the state they were in originally, plus the minor tweak to runvmpi.pl if you have spaces in your paths, and double check that your environmental variables are set properly. Russ Canfield wrote: Ok, so I do not know if I was supposed to but I decided to change all references to pearl to look in C:\Perl\bin directory. Now I get this error NMAKE : U1073: dont know how to make file myshader.vcs Stop. A, anyone know how to fix this? or want to contact me personally to email me a copy of their 3 SDK shader setup files? r...@avpgold2.com Thanks! - Original Message - From: Tobias
Re: [hlcoders] Shaders and ActivePerl
Ok after restoring all my shader files to default, I just changed the path to shadercompile.exe to bin\ep1\bin\shadercompile.exe Now I get this: Unable to find gameinfo.txt But it does compile the .fxc and that one shader file still.vconfig in the sourcesdk\bin\ep1\bin folder gives me an error about missing Steam.dll only the Orangebox one seems to work correctlyI am using EP1 though - Original Message - From: Walter Gray chrysal...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, February 19, 2009 3:04 PM Subject: Re: [hlcoders] Shaders and ActivePerl Do you have a makefile.modshaders file in your stdshaders directory? This file is generated by updateshaders.pl and should have a rule for myshader.vcs that looks something like this: fxctmp9\post_screenspace_vs20.inc shaders\fxc\post_screenspace_vs20.vcs: ..\..\devtools\bin\updateshaders.pl ..\..\devtools\bin\fxc_prep.pl post_screenspace_vs20.fxc ..\..\materialsystem\stdshaders\common_hlsl_cpp_consts.h ..\..\materialsystem\stdshaders\common_vs_fxc.h ..\..\materialsystem\stdshaders\common_fxc.h perl ..\..\devtools\bin\fxc_prep.pl -shaderoutputdir shaders -source ..\.. post_screenspace_vs20.fxc echo post_screenspace_vs20.fxc filestocopy.txt echo ..\..\materialsystem\stdshaders\common_hlsl_cpp_consts.h filestocopy.txt echo ..\..\materialsystem\stdshaders\common_vs_fxc.h filestocopy.txt echo ..\..\materialsystem\stdshaders\common_fxc.h filestocopy.txt I would also reccomend reverting all the build files to the state they were in originally, plus the minor tweak to runvmpi.pl if you have spaces in your paths, and double check that your environmental variables are set properly. Russ Canfield wrote: Ok, so I do not know if I was supposed to but I decided to change all references to pearl to look in C:\Perl\bin directory. Now I get this error NMAKE : U1073: dont know how to make file myshader.vcs Stop. A, anyone know how to fix this? or want to contact me personally to email me a copy of their 3 SDK shader setup files? r...@avpgold2.com Thanks! - Original Message - From: Tobias Kammersgaard tobias.kammersga...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Tuesday, February 17, 2009 6:27 PM Subject: Re: [hlcoders] Shaders and ActivePerl Well where did you install Perl to? Do a search for perl.exe and change the batch to match that location. /ScarT 2009/2/18 Russ Canfield r...@avpgold2.com 1 file(s) moved. ' C:\Perl\perl.exe' is not recongized as an internal or external command, operable program or bath file. and continues with the SDK shaders from there. - Original Message - From: Tobias Kammersgaard tobias.kammersga...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Tuesday, February 17, 2009 6:15 PM Subject: Re: [hlcoders] Shaders and ActivePerl This perl(.exe) C:\Perl %SrcDirBase%\materialsystem\stdshaders\runvmpi.pl %xbox_args% -changetodir %ChangeToDir% %SDKArgs% Attempts to open a Perl script called C:\Perl which of course doesn't exist. Try this instead. C:\Perl\perl.exe %SrcDirBase%\materialsystem\stdshaders\runvmpi.pl %xbox_args% -changetodir %ChangeToDir% %SDKArgs% /ScarT 2009/2/18 Russ Canfield r...@avpgold2.com I have been trying to compile shaders for the last week...I have followed every tutorial out there on fixing directories with spaces, and about everything else you could think of for the HL2 SDK...Well I am using ActivePerland my code is based on EP1. With that being said, I follow this tutorial: http://developer.valvesoftware.com/wiki/Shader_Authoring I follow this tutorial: http://www.wraiyth.com/index.php?q=node/5 And when I go to compile I get the following error: myps20.fxc...writing inc myvs20.fxc...writing inc 1 file(s) moved. Can't open perl script C:\Perl Permission denied. From there it copies my .fxc files and all the SDK .vcs files fine I switched the directory it looks for Perl to C:\Perl because thats where its installed. buildsdkshaders.bat was modified with this line: REM REM Execute distributed process on work/build list REM perl C:\Perl %SrcDirBase%\materialsystem\stdshaders\runvmpi.pl %xbox_args% -changetodir %ChangeToDir% %SDKArgs% If anyone can help me I would greatly appreciate it. I am so lost, and I know very little about perl. Please help!!! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Can no longer access IServerGameDLL from plugin
Sorry . That was outdated code. I was using version 5 and this also failed to load Hope someone can help On 20 Feb 2009, at 00:21, Spencer 'voogru' MacDonald voo...@voogru.com wrote: TF2 is ServerGameDLL005 (INTERFACEVERSION_SERVERGAMEDLL) -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of cheeseh-bu Sent: Thursday, February 19, 2009 6:52 PM To: Discussion of Half-Life Programming Subject: [hlcoders] Can no longer access IServerGameDLL from plugin From the new OrangeBox/TF2 updates I can no longer get the IServerGameDLL interface from a server plugin. This is imperative for my plugin. Cannot open game server interface INTERFACEVERSION_SERVERGAMEDLL IServerGameDLL servergamedll ---code--- LOAD_GAME_SERVER_INTERFACE( servergamedll,IServerGameDLL,INTERFACEVERSION_SER VERGAMEDLL_VERSION_4); #define LOAD_GAME_SERVER_INTERFACE(var,type,version) if ( (var = (type*)gameServerFactory(version,NULL)) == NULL ) { Warning(Cannot open game server interface ## #version ## ## #type ## ## #var ##\n); return false; } else { Msg(Found interface ## #version ## ## #type ## ## #var ## \n); } ---/code--- Anything changed? Any work around? Thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Can no longer access IServerGameDLL from plugin
Maybe there's V6 now? Worth a shot. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Paul Sent: Friday, 20 February 2009 11:28 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Can no longer access IServerGameDLL from plugin Sorry . That was outdated code. I was using version 5 and this also failed to load Hope someone can help On 20 Feb 2009, at 00:21, Spencer 'voogru' MacDonald voo...@voogru.com wrote: TF2 is ServerGameDLL005 (INTERFACEVERSION_SERVERGAMEDLL) -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of cheeseh-bu Sent: Thursday, February 19, 2009 6:52 PM To: Discussion of Half-Life Programming Subject: [hlcoders] Can no longer access IServerGameDLL from plugin From the new OrangeBox/TF2 updates I can no longer get the IServerGameDLL interface from a server plugin. This is imperative for my plugin. Cannot open game server interface INTERFACEVERSION_SERVERGAMEDLL IServerGameDLL servergamedll ---code--- LOAD_GAME_SERVER_INTERFACE( servergamedll,IServerGameDLL,INTERFACEVERSION_SER VERGAMEDLL_VERSION_4); #define LOAD_GAME_SERVER_INTERFACE(var,type,version) if ( (var = (type*)gameServerFactory(version,NULL)) == NULL ) { Warning(Cannot open game server interface ## #version ## ## #type ## ## #var ##\n); return false; } else { Msg(Found interface ## #version ## ## #type ## ## #var ## \n); } ---/code--- Anything changed? Any work around? Thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Shaders and ActivePerl
fxctmp9\post_nightvision_ps20.inc shaders\fxc\post_nightvision_ps20.vcs: ..\..\devtools\bin\updateshaders.pl ..\..\devtools\bin\fxc_prep.pl post_nightvision_ps20.fxc ..\..\materialsystem\stdshaders\common_ps_fxc.h ..\..\materialsystem\stdshaders\common_hlsl_cpp_consts.h ..\..\materialsystem\stdshaders\common_fxc.h ..\..\devtools\bin\perl.exe -- Unless you have perl.exe in your src/devtools/bin folder, I suspect this could be a problem. Heck, even if you did I expect it would still be bad. See my other email regarding setting up your environmental variables. As for getting a better understanding of how the general thing works, I've added Shader_authoring/Compile Pipeline page to the tutorial describing the shader compile pipeline as best as I understand it. Russ Canfield wrote: Well I was able to reinstall the SDK and reinstall all of steam into a directory without spaces. Along with the tutorials for minor updates I was able to get it to compile. Yay!!! however Walter I think you are onto something. All the include files are created, but only one .vcs which is: SDK_Unlitgeneric_lightingonly.vcs No other .vcs files were created and I used the script to compile mycustomshaders.txt and stdshader_dx8 and 9. The include files are created flawlessly. However no .vcs, the makefile for my shaders contains the following(from the SDK nightvision tutorial): default: fxctmp9\post_nightvision_ps20.inc shaders\fxc\post_nightvision_ps20.vcs fxctmp9\PassThrough_vs20.inc shaders\fxc\PassThrough_vs20.vcs clean: del /f /q fxctmp9\post_nightvision_ps20.inc del /f /q shaders\fxc\post_nightvision_ps20.vcs del /f /q fxctmp9\PassThrough_vs20.inc del /f /q shaders\fxc\PassThrough_vs20.vcs fxctmp9\post_nightvision_ps20.inc shaders\fxc\post_nightvision_ps20.vcs: ..\..\devtools\bin\updateshaders.pl ..\..\devtools\bin\fxc_prep.pl post_nightvision_ps20.fxc ..\..\materialsystem\stdshaders\common_ps_fxc.h ..\..\materialsystem\stdshaders\common_hlsl_cpp_consts.h ..\..\materialsystem\stdshaders\common_fxc.h ..\..\devtools\bin\perl.exe ..\..\devtools\bin\fxc_prep.pl -shaderoutputdir shaders -source ..\.. post_nightvision_ps20.fxc echo post_nightvision_ps20.fxc filestocopy.txt echo ..\..\materialsystem\stdshaders\common_ps_fxc.h filestocopy.txt echo ..\..\materialsystem\stdshaders\common_hlsl_cpp_consts.h filestocopy.txt echo ..\..\materialsystem\stdshaders\common_fxc.h filestocopy.txt fxctmp9\PassThrough_vs20.inc shaders\fxc\PassThrough_vs20.vcs: ..\..\devtools\bin\updateshaders.pl ..\..\devtools\bin\fxc_prep.pl PassThrough_vs20.fxc ..\..\materialsystem\stdshaders\common_hlsl_cpp_consts.h ..\..\materialsystem\stdshaders\common_vs_fxc.h ..\..\materialsystem\stdshaders\common_fxc.h ..\..\devtools\bin\perl.exe ..\..\devtools\bin\fxc_prep.pl -shaderoutputdir shaders -source ..\.. PassThrough_vs20.fxc echo PassThrough_vs20.fxc filestocopy.txt echo ..\..\materialsystem\stdshaders\common_hlsl_cpp_consts.h filestocopy.txt echo ..\..\materialsystem\stdshaders\common_vs_fxc.h filestocopy.txt echo ..\..\materialsystem\stdshaders\common_fxc.h filestocopy.txt I am new to shaders and I hope to learn more about them, if they ever compile!! :o) Please write back Walter, I greatly appreciate your time helping me. Thanks - Original Message - From: Walter Gray chrysal...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, February 19, 2009 3:04 PM Subject: Re: [hlcoders] Shaders and ActivePerl Do you have a makefile.modshaders file in your stdshaders directory? This file is generated by updateshaders.pl and should have a rule for myshader.vcs that looks something like this: fxctmp9\post_screenspace_vs20.inc shaders\fxc\post_screenspace_vs20.vcs: ..\..\devtools\bin\updateshaders.pl ..\..\devtools\bin\fxc_prep.pl post_screenspace_vs20.fxc ..\..\materialsystem\stdshaders\common_hlsl_cpp_consts.h ..\..\materialsystem\stdshaders\common_vs_fxc.h ..\..\materialsystem\stdshaders\common_fxc.h perl ..\..\devtools\bin\fxc_prep.pl -shaderoutputdir shaders -source ..\.. post_screenspace_vs20.fxc echo post_screenspace_vs20.fxc filestocopy.txt echo ..\..\materialsystem\stdshaders\common_hlsl_cpp_consts.h filestocopy.txt echo ..\..\materialsystem\stdshaders\common_vs_fxc.h filestocopy.txt echo ..\..\materialsystem\stdshaders\common_fxc.h filestocopy.txt I would also reccomend reverting all the build files to the state they were in originally, plus the minor tweak to runvmpi.pl if you have spaces in your paths, and double check that your environmental variables are set properly. Russ Canfield wrote: Ok, so I do not know if I was supposed to but I decided to change all references to pearl to look in C:\Perl\bin directory. Now I get this error NMAKE : U1073: dont know how to make file myshader.vcs Stop. A, anyone know how to fix this?
Re: [hlcoders] Shaders and ActivePerl
You need the dx sdk, and to copy fxc.exe from the sdk's utilities folder over to yourmodsrcdir\dx9sdk\utilities -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Russ Canfield Sent: February-19-09 10:56 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Shaders and ActivePerl To Walter/Tobias: I have changed my runvmpi.pl and buildsdkshaders.bat files to point to sourcesdk\bin\ep1\bin\shadercompile.exe and with only those changes I can almost compile. Its the first time I have seen the Shader Combo stage ever!! However I get this from the command prompt: post_nightvision_ps20.fxcwriting inc PassThrough_vs20.fxcwriting inc 1 file(s) moved. C:\mycodedir\src\materialsystem\stdshaders'fxc.exe' is not recognized as an internal or external command, operable program or batch file. Shader combo 0 of 2...'fxc.exe' is not recognized as an internal or external operable program or batch file. Shader combo 1 of 2... 0 seconds elapsed. Overwrite old source SDK .vcs files? and thats it! I have been searching for problems with my .pl files and buildsdkshader batch file and I do not see any. If you could please contact me at r...@avpgold2.com or rcanfiel...@gmail.com if you could I would appreciate it. I don't want to clog up hlcoders with the same emails when it might be something totally stupid I am doing. Thank you guys Sorry for the spam of emails - Original Message - From: Walter Gray chrysal...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, February 19, 2009 2:58 PM Subject: Re: [hlcoders] Shaders and ActivePerl It sounds to me like you might be going wrong by changing buildsdkshaders.bat in the first place. It calls a number of other script files that also reference perl, and unless you updated all of them as well I suspect it could cause a number of your errors. Instead, try reverting buildsdkshaders to it's default and setup your path variable properly. If you have, those changes to buildsdkshaders.bat should be entirely unnessicary. To check what PATH is currently set to, you can just type path (no quotes) into any command line. To build shaders properly, it should have paths to the perl binaries, nmake, and the shader compilers from the directx sdk. On my machine that translates to this at the end of my path variable: ;C:\Perl\site\bin;C:Perl\bin;C:\Program Files\Microsoft DirectX SDK (November 2008)\Utilities\bin\x86;D:\Visual Studio 2005\VC\bin Russ Canfield wrote: I have been trying to compile shaders for the last week...I have followed every tutorial out there on fixing directories with spaces, and about everything else you could think of for the HL2 SDK...Well I am using ActivePerland my code is based on EP1. With that being said, I follow this tutorial: http://developer.valvesoftware.com/wiki/Shader_Authoring I follow this tutorial: http://www.wraiyth.com/index.php?q=node/5 And when I go to compile I get the following error: myps20.fxc...writing inc myvs20.fxc...writing inc 1 file(s) moved. Can't open perl script C:\Perl Permission denied. From there it copies my .fxc files and all the SDK .vcs files fine I switched the directory it looks for Perl to C:\Perl because thats where its installed. buildsdkshaders.bat was modified with this line: REM REM Execute distributed process on work/build list REM perl C:\Perl %SrcDirBase%\materialsystem\stdshaders\runvmpi.pl %xbox_args% -changetodir %ChangeToDir% %SDKArgs% If anyone can help me I would greatly appreciate it. I am so lost, and I know very little about perl. Please help!!! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Shaders and ActivePerl
I have my perl's bin directory extracted to devtools\bin because its all over the .pl files and I figured why not just copy it there. My environment variables are C:\Perl\bin for perl and the SDK is where it is supposed to be, not EP1 but just souresdk. So everything looks as it should, I have no idea whats going on..its pretty annoying though :o( The .pl files are set to devtools for perl, I can change it to C:\Perl\bin\perl.exe but then it gives me errors about nmake not knowing how to make the .vcs files or something. I am confused - Original Message - From: Walter Gray chrysal...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, February 19, 2009 10:58 PM Subject: Re: [hlcoders] Shaders and ActivePerl fxctmp9\post_nightvision_ps20.inc shaders\fxc\post_nightvision_ps20.vcs: ..\..\devtools\bin\updateshaders.pl ..\..\devtools\bin\fxc_prep.pl post_nightvision_ps20.fxc ..\..\materialsystem\stdshaders\common_ps_fxc.h ..\..\materialsystem\stdshaders\common_hlsl_cpp_consts.h ..\..\materialsystem\stdshaders\common_fxc.h ..\..\devtools\bin\perl.exe -- Unless you have perl.exe in your src/devtools/bin folder, I suspect this could be a problem. Heck, even if you did I expect it would still be bad. See my other email regarding setting up your environmental variables. As for getting a better understanding of how the general thing works, I've added Shader_authoring/Compile Pipeline page to the tutorial describing the shader compile pipeline as best as I understand it. Russ Canfield wrote: Well I was able to reinstall the SDK and reinstall all of steam into a directory without spaces. Along with the tutorials for minor updates I was able to get it to compile. Yay!!! however Walter I think you are onto something. All the include files are created, but only one .vcs which is: SDK_Unlitgeneric_lightingonly.vcs No other .vcs files were created and I used the script to compile mycustomshaders.txt and stdshader_dx8 and 9. The include files are created flawlessly. However no .vcs, the makefile for my shaders contains the following(from the SDK nightvision tutorial): default: fxctmp9\post_nightvision_ps20.inc shaders\fxc\post_nightvision_ps20.vcs fxctmp9\PassThrough_vs20.inc shaders\fxc\PassThrough_vs20.vcs clean: del /f /q fxctmp9\post_nightvision_ps20.inc del /f /q shaders\fxc\post_nightvision_ps20.vcs del /f /q fxctmp9\PassThrough_vs20.inc del /f /q shaders\fxc\PassThrough_vs20.vcs fxctmp9\post_nightvision_ps20.inc shaders\fxc\post_nightvision_ps20.vcs: ..\..\devtools\bin\updateshaders.pl ..\..\devtools\bin\fxc_prep.pl post_nightvision_ps20.fxc ..\..\materialsystem\stdshaders\common_ps_fxc.h ..\..\materialsystem\stdshaders\common_hlsl_cpp_consts.h ..\..\materialsystem\stdshaders\common_fxc.h ..\..\devtools\bin\perl.exe ..\..\devtools\bin\fxc_prep.pl -shaderoutputdir shaders -source ..\.. post_nightvision_ps20.fxc echo post_nightvision_ps20.fxc filestocopy.txt echo ..\..\materialsystem\stdshaders\common_ps_fxc.h filestocopy.txt echo ..\..\materialsystem\stdshaders\common_hlsl_cpp_consts.h filestocopy.txt echo ..\..\materialsystem\stdshaders\common_fxc.h filestocopy.txt fxctmp9\PassThrough_vs20.inc shaders\fxc\PassThrough_vs20.vcs: ..\..\devtools\bin\updateshaders.pl ..\..\devtools\bin\fxc_prep.pl PassThrough_vs20.fxc ..\..\materialsystem\stdshaders\common_hlsl_cpp_consts.h ..\..\materialsystem\stdshaders\common_vs_fxc.h ..\..\materialsystem\stdshaders\common_fxc.h ..\..\devtools\bin\perl.exe ..\..\devtools\bin\fxc_prep.pl -shaderoutputdir shaders -source ..\.. PassThrough_vs20.fxc echo PassThrough_vs20.fxc filestocopy.txt echo ..\..\materialsystem\stdshaders\common_hlsl_cpp_consts.h filestocopy.txt echo ..\..\materialsystem\stdshaders\common_vs_fxc.h filestocopy.txt echo ..\..\materialsystem\stdshaders\common_fxc.h filestocopy.txt I am new to shaders and I hope to learn more about them, if they ever compile!! :o) Please write back Walter, I greatly appreciate your time helping me. Thanks - Original Message - From: Walter Gray chrysal...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, February 19, 2009 3:04 PM Subject: Re: [hlcoders] Shaders and ActivePerl Do you have a makefile.modshaders file in your stdshaders directory? This file is generated by updateshaders.pl and should have a rule for myshader.vcs that looks something like this: fxctmp9\post_screenspace_vs20.inc shaders\fxc\post_screenspace_vs20.vcs: ..\..\devtools\bin\updateshaders.pl ..\..\devtools\bin\fxc_prep.pl post_screenspace_vs20.fxc ..\..\materialsystem\stdshaders\common_hlsl_cpp_consts.h ..\..\materialsystem\stdshaders\common_vs_fxc.h ..\..\materialsystem\stdshaders\common_fxc.h perl ..\..\devtools\bin\fxc_prep.pl -shaderoutputdir shaders -source ..\.. post_screenspace_vs20.fxc echo