[hlcoders] anim events doubling up, firing at the wrong time

2009-02-19 Thread Michael Chang
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
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Re: [hlcoders] anim events doubling up, firing at the wrong time

2009-02-19 Thread Tony Sergi
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

2009-02-19 Thread Phil
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;

}



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Re: [hlcoders] Shaders and ActivePerl

2009-02-19 Thread Walter Gray
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!!!
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Re: [hlcoders] Shaders and ActivePerl

2009-02-19 Thread Tobias Kammersgaard
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

2009-02-19 Thread Russ Canfield
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

2009-02-19 Thread Russ Canfield
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!!!
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 archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders



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Re: [hlcoders] Can no longer access IServerGameDLL from plugin

2009-02-19 Thread Paul
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
 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


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Re: [hlcoders] Can no longer access IServerGameDLL from plugin

2009-02-19 Thread Andrew Armstrong
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
 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


 ___
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Re: [hlcoders] Shaders and ActivePerl

2009-02-19 Thread Walter Gray
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

2009-02-19 Thread Tony Sergi
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!!!
 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




 ___
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Re: [hlcoders] Shaders and ActivePerl

2009-02-19 Thread Russ Canfield
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