[hlcoders] Source SDK Update - 9/14/2006

2006-09-14 Thread Mike Durand
Hi All-

We put out another minor update to the SDK this morning. Here are the
release notes:


Linux Dedicated Server Build Now Properly Builds and Links
**
Makefiles were modified and the following binaries were added to the
distribution:

* choreoobjects_i486.a
* tier1_i486.a
* mathlib_i486.a

SDK Shaders Have Been Revamped
**
The old 'sdkshaders' has been gutted and replaced with snapshot copies
of many
of our production shaders. Specifically, the shaders included are:

* all generic vertex and pixel shaders
* 'bloom' effect shaders
* 'water' effect shaders
* 'refract' effect shaders

See the Wiki for details regarding how to build these new SDK Shaders
http://developer.valvesoftware.com/wiki/Shader_authoring/Quick_Start

'vbspinfo.exe' and 'splitskybox.exe' Have Been Added to SDK
***
Both of these tools are located in ...\sourcesdk\bin.

'vbspinfo' provides interesting stats on compiled map files and can be
very valuable
to level designers that are concerned about optimization.

'splitskybox' splits a .PFM skybox into its component parts. See this
Wiki page
for more info regarding its usage:
http://developer.valvesoftware.com/wiki/HDR_Skybox_Creation

'mathlib' Source Code has Been Added to the Source SDK
**
By popular request the source code for mathlib has been added to the
SDK.


Procedural Materials Now Working
*

The crash encountered when following the Wiki's instructions for
creating a
procedural material is now gone. Procedural materials have been working
fine
since the 8/4/2006 SDK release.


-Mike

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Re: [hlcoders] Source SDK Update - 9/14/2006

2006-09-14 Thread Nick

Thanks VERY VERY MUCH 

Mike you are doing a REALLY great job!

On 9/14/06, Mike Durand [EMAIL PROTECTED] wrote:

Hi All-

We put out another minor update to the SDK this morning. Here are the
release notes:


Linux Dedicated Server Build Now Properly Builds and Links
**
Makefiles were modified and the following binaries were added to the
distribution:

* choreoobjects_i486.a
* tier1_i486.a
* mathlib_i486.a

SDK Shaders Have Been Revamped
**
The old 'sdkshaders' has been gutted and replaced with snapshot copies
of many
of our production shaders. Specifically, the shaders included are:

* all generic vertex and pixel shaders
* 'bloom' effect shaders
* 'water' effect shaders
* 'refract' effect shaders

See the Wiki for details regarding how to build these new SDK Shaders
http://developer.valvesoftware.com/wiki/Shader_authoring/Quick_Start

'vbspinfo.exe' and 'splitskybox.exe' Have Been Added to SDK
***
Both of these tools are located in ...\sourcesdk\bin.

'vbspinfo' provides interesting stats on compiled map files and can be
very valuable
to level designers that are concerned about optimization.

'splitskybox' splits a .PFM skybox into its component parts. See this
Wiki page
for more info regarding its usage:
http://developer.valvesoftware.com/wiki/HDR_Skybox_Creation

'mathlib' Source Code has Been Added to the Source SDK
**
By popular request the source code for mathlib has been added to the
SDK.


Procedural Materials Now Working
*

The crash encountered when following the Wiki's instructions for
creating a
procedural material is now gone. Procedural materials have been working
fine
since the 8/4/2006 SDK release.


-Mike

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RE: [hlcoders] Source SDK Update - 9/14/2006

2006-09-14 Thread Ben Everett
Thanks a lot Mike!

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Thursday, September 14, 2006 11:46 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Source SDK Update - 9/14/2006

Hi All-

We put out another minor update to the SDK this morning. Here are the
release notes:


Linux Dedicated Server Build Now Properly Builds and Links
**
Makefiles were modified and the following binaries were added to the
distribution:

* choreoobjects_i486.a
* tier1_i486.a
* mathlib_i486.a

SDK Shaders Have Been Revamped
**
The old 'sdkshaders' has been gutted and replaced with snapshot copies
of many
of our production shaders. Specifically, the shaders included are:

* all generic vertex and pixel shaders
* 'bloom' effect shaders
* 'water' effect shaders
* 'refract' effect shaders

See the Wiki for details regarding how to build these new SDK Shaders
http://developer.valvesoftware.com/wiki/Shader_authoring/Quick_Start

'vbspinfo.exe' and 'splitskybox.exe' Have Been Added to SDK
***
Both of these tools are located in ...\sourcesdk\bin.

'vbspinfo' provides interesting stats on compiled map files and can be
very valuable
to level designers that are concerned about optimization.

'splitskybox' splits a .PFM skybox into its component parts. See this
Wiki page
for more info regarding its usage:
http://developer.valvesoftware.com/wiki/HDR_Skybox_Creation

'mathlib' Source Code has Been Added to the Source SDK
**
By popular request the source code for mathlib has been added to the
SDK.


Procedural Materials Now Working
*

The crash encountered when following the Wiki's instructions for
creating a
procedural material is now gone. Procedural materials have been working
fine
since the 8/4/2006 SDK release.


-Mike

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please visit:
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Re: [hlcoders] Source SDK Update - 9/14/2006

2006-09-14 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
I can't seem to compile the shader with the fxc linker - I have
fxc.exepresent in /stdshaders/ but when I run the batch file it gives
me this
error.

shadercombo 1024 of 6081 fxc is not recognised as an internal or opertable
program

On 9/14/06, Ben Everett [EMAIL PROTECTED] wrote:

 Thanks a lot Mike!

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
 Sent: Thursday, September 14, 2006 11:46 AM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Source SDK Update - 9/14/2006

 Hi All-

 We put out another minor update to the SDK this morning. Here are the
 release notes:


 Linux Dedicated Server Build Now Properly Builds and Links
 **
 Makefiles were modified and the following binaries were added to the
 distribution:

 * choreoobjects_i486.a
 * tier1_i486.a
 * mathlib_i486.a

 SDK Shaders Have Been Revamped
 **
 The old 'sdkshaders' has been gutted and replaced with snapshot copies
 of many
 of our production shaders. Specifically, the shaders included are:

 * all generic vertex and pixel shaders
 * 'bloom' effect shaders
 * 'water' effect shaders
 * 'refract' effect shaders

 See the Wiki for details regarding how to build these new SDK Shaders
 http://developer.valvesoftware.com/wiki/Shader_authoring/Quick_Start

 'vbspinfo.exe' and 'splitskybox.exe' Have Been Added to SDK
 ***
 Both of these tools are located in ...\sourcesdk\bin.

 'vbspinfo' provides interesting stats on compiled map files and can be
 very valuable
 to level designers that are concerned about optimization.

 'splitskybox' splits a .PFM skybox into its component parts. See this
 Wiki page
 for more info regarding its usage:
 http://developer.valvesoftware.com/wiki/HDR_Skybox_Creation

 'mathlib' Source Code has Been Added to the Source SDK
 **
 By popular request the source code for mathlib has been added to the
 SDK.


 Procedural Materials Now Working
 *

 The crash encountered when following the Wiki's instructions for
 creating a
 procedural material is now gone. Procedural materials have been working
 fine
 since the 8/4/2006 SDK release.


 -Mike

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


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RE: [hlcoders] Source SDK Update - 9/14/2006

2006-09-14 Thread Mike Durand
Ahh! I forgot to add on the Wiki page that you now need to have fxc.exe
and perl.exe in your path since we no longer distribute them. Sorry
about that and I will add that now.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Benjamin
Davison
Sent: Thursday, September 14, 2006 11:48 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Update - 9/14/2006

--
[ Picked text/plain from multipart/alternative ] I can't seem to compile
the shader with the fxc linker - I have fxc.exepresent in /stdshaders/
but when I run the batch file it gives me this error.

shadercombo 1024 of 6081 fxc is not recognised as an internal or
opertable program

On 9/14/06, Ben Everett [EMAIL PROTECTED] wrote:

 Thanks a lot Mike!

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Mike
 Durand
 Sent: Thursday, September 14, 2006 11:46 AM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Source SDK Update - 9/14/2006

 Hi All-

 We put out another minor update to the SDK this morning. Here are the
 release notes:


 Linux Dedicated Server Build Now Properly Builds and Links
 **
 Makefiles were modified and the following binaries were added to the
 distribution:

 * choreoobjects_i486.a
 * tier1_i486.a
 * mathlib_i486.a

 SDK Shaders Have Been Revamped
 **
 The old 'sdkshaders' has been gutted and replaced with snapshot copies

 of many of our production shaders. Specifically, the shaders included
 are:

 * all generic vertex and pixel shaders
 * 'bloom' effect shaders
 * 'water' effect shaders
 * 'refract' effect shaders

 See the Wiki for details regarding how to build these new SDK Shaders
 http://developer.valvesoftware.com/wiki/Shader_authoring/Quick_Start

 'vbspinfo.exe' and 'splitskybox.exe' Have Been Added to SDK
 ***
 Both of these tools are located in ...\sourcesdk\bin.

 'vbspinfo' provides interesting stats on compiled map files and can be

 very valuable to level designers that are concerned about
 optimization.

 'splitskybox' splits a .PFM skybox into its component parts. See this
 Wiki page for more info regarding its usage:
 http://developer.valvesoftware.com/wiki/HDR_Skybox_Creation

 'mathlib' Source Code has Been Added to the Source SDK
 **
 By popular request the source code for mathlib has been added to the
 SDK.


 Procedural Materials Now Working
 *

 The crash encountered when following the Wiki's instructions for
 creating a procedural material is now gone. Procedural materials have
 been working fine since the 8/4/2006 SDK release.


 -Mike

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


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 please visit:
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--

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RE: [hlcoders] Source SDK Update - 9/14/2006

2006-09-14 Thread Mike Durand
OK. I've updated the Wiki page to explain that Perl and the DirectX 9
SDK these must be installed and in your path.

http://developer.valvesoftware.com/wiki/Shader_authoring/Quick_Start#Qui
ck_Start_-_Sample_Shaders

Please let me know if I've overlooked anything else regarding the
shaders.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Thursday, September 14, 2006 11:52 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Source SDK Update - 9/14/2006

Ahh! I forgot to add on the Wiki page that you now need to have fxc.exe
and perl.exe in your path since we no longer distribute them. Sorry
about that and I will add that now.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Benjamin
Davison
Sent: Thursday, September 14, 2006 11:48 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Update - 9/14/2006

--
[ Picked text/plain from multipart/alternative ] I can't seem to compile
the shader with the fxc linker - I have fxc.exepresent in /stdshaders/
but when I run the batch file it gives me this error.

shadercombo 1024 of 6081 fxc is not recognised as an internal or
opertable program

On 9/14/06, Ben Everett [EMAIL PROTECTED] wrote:

 Thanks a lot Mike!

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Mike
 Durand
 Sent: Thursday, September 14, 2006 11:46 AM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Source SDK Update - 9/14/2006

 Hi All-

 We put out another minor update to the SDK this morning. Here are the
 release notes:


 Linux Dedicated Server Build Now Properly Builds and Links
 **
 Makefiles were modified and the following binaries were added to the
 distribution:

 * choreoobjects_i486.a
 * tier1_i486.a
 * mathlib_i486.a

 SDK Shaders Have Been Revamped
 **
 The old 'sdkshaders' has been gutted and replaced with snapshot copies

 of many of our production shaders. Specifically, the shaders included
 are:

 * all generic vertex and pixel shaders
 * 'bloom' effect shaders
 * 'water' effect shaders
 * 'refract' effect shaders

 See the Wiki for details regarding how to build these new SDK Shaders
 http://developer.valvesoftware.com/wiki/Shader_authoring/Quick_Start

 'vbspinfo.exe' and 'splitskybox.exe' Have Been Added to SDK
 ***
 Both of these tools are located in ...\sourcesdk\bin.

 'vbspinfo' provides interesting stats on compiled map files and can be

 very valuable to level designers that are concerned about
 optimization.

 'splitskybox' splits a .PFM skybox into its component parts. See this
 Wiki page for more info regarding its usage:
 http://developer.valvesoftware.com/wiki/HDR_Skybox_Creation

 'mathlib' Source Code has Been Added to the Source SDK
 **
 By popular request the source code for mathlib has been added to the
 SDK.


 Procedural Materials Now Working
 *

 The crash encountered when following the Wiki's instructions for
 creating a procedural material is now gone. Procedural materials have
 been working fine since the 8/4/2006 SDK release.


 -Mike

 ___
 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




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- Benjamin Davison
--

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Re: [hlcoders] Source SDK Update - 9/14/2006

2006-09-14 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
How do I set something to be in the 'path' ?

On 9/14/06, Mike Durand [EMAIL PROTECTED] wrote:

 Ahh! I forgot to add on the Wiki page that you now need to have fxc.exe
 and perl.exe in your path since we no longer distribute them. Sorry
 about that and I will add that now.

 -Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Benjamin
 Davison
 Sent: Thursday, September 14, 2006 11:48 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK Update - 9/14/2006

 --
 [ Picked text/plain from multipart/alternative ] I can't seem to compile
 the shader with the fxc linker - I have fxc.exepresent in /stdshaders/
 but when I run the batch file it gives me this error.

 shadercombo 1024 of 6081 fxc is not recognised as an internal or
 opertable program

 On 9/14/06, Ben Everett [EMAIL PROTECTED] wrote:
 
  Thanks a lot Mike!
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Mike
  Durand
  Sent: Thursday, September 14, 2006 11:46 AM
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] Source SDK Update - 9/14/2006
 
  Hi All-
 
  We put out another minor update to the SDK this morning. Here are the
  release notes:
 
 
  Linux Dedicated Server Build Now Properly Builds and Links
  **
  Makefiles were modified and the following binaries were added to the
  distribution:
 
  * choreoobjects_i486.a
  * tier1_i486.a
  * mathlib_i486.a
 
  SDK Shaders Have Been Revamped
  **
  The old 'sdkshaders' has been gutted and replaced with snapshot copies

  of many of our production shaders. Specifically, the shaders included
  are:
 
  * all generic vertex and pixel shaders
  * 'bloom' effect shaders
  * 'water' effect shaders
  * 'refract' effect shaders
 
  See the Wiki for details regarding how to build these new SDK Shaders
  http://developer.valvesoftware.com/wiki/Shader_authoring/Quick_Start
 
  'vbspinfo.exe' and 'splitskybox.exe' Have Been Added to SDK
  ***
  Both of these tools are located in ...\sourcesdk\bin.
 
  'vbspinfo' provides interesting stats on compiled map files and can be

  very valuable to level designers that are concerned about
  optimization.
 
  'splitskybox' splits a .PFM skybox into its component parts. See this
  Wiki page for more info regarding its usage:
  http://developer.valvesoftware.com/wiki/HDR_Skybox_Creation
 
  'mathlib' Source Code has Been Added to the Source SDK
  **
  By popular request the source code for mathlib has been added to the
  SDK.
 
 
  Procedural Materials Now Working
  *
 
  The crash encountered when following the Wiki's instructions for
  creating a procedural material is now gone. Procedural materials have
  been working fine since the 8/4/2006 SDK release.
 
 
  -Mike
 
  ___
  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
 
 


 --
 - Benjamin Davison
 --

 ___
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Re: [hlcoders] Source SDK Update - 9/14/2006

2006-09-14 Thread Jeffrey \botman\ Broome

Benjamin Davison wrote:

--
[ Picked text/plain from multipart/alternative ]
How do I set something to be in the 'path' ?


In WindowsXP: Start-Settings-Control Panel-System (Advanced Tab) -
Environment Variables.  Scroll down to 'Path' and double click on it.
Add your new directory to the end (with ';' for separators).

--
Jeffrey botman Broome

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Re: [hlcoders] Source SDK Update - 9/14/2006

2006-09-14 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
Well when activeperl and directx are installed it sets path variables I just
checked it out. If I don't have perl.exe or nmake.exe in /stdshaders/ it
will give me file not found errors about those programs which will go away
if I put them in the /stdshaders/ directory but the fxc.exe errors will not
disappear if I do the same file moving.

On 9/14/06, Jeffrey botman Broome [EMAIL PROTECTED] wrote:

 Benjamin Davison wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  How do I set something to be in the 'path' ?

 In WindowsXP: Start-Settings-Control Panel-System (Advanced Tab) -
 Environment Variables.  Scroll down to 'Path' and double click on it.
 Add your new directory to the end (with ';' for separators).

 --
 Jeffrey botman Broome

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 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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- Benjamin Davison
--

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Re: [hlcoders] Source SDK Update - 9/14/2006

2006-09-14 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
Great work Mike, I'll be playin around with the new shaders when I get home
tonight :)

On 9/15/06, Benjamin Davison [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Well when activeperl and directx are installed it sets path variables I
 just
 checked it out. If I don't have perl.exe or nmake.exe in /stdshaders/ it
 will give me file not found errors about those programs which will go away
 if I put them in the /stdshaders/ directory but the fxc.exe errors will
 not
 disappear if I do the same file moving.

 On 9/14/06, Jeffrey botman Broome [EMAIL PROTECTED] wrote:
 
  Benjamin Davison wrote:
   --
   [ Picked text/plain from multipart/alternative ]
   How do I set something to be in the 'path' ?
 
  In WindowsXP: Start-Settings-Control Panel-System (Advanced Tab) -
  Environment Variables.  Scroll down to 'Path' and double click on it.
  Add your new directory to the end (with ';' for separators).
 
  --
  Jeffrey botman Broome
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 


 --
 - Benjamin Davison
 --

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--
Matt Stafford (Wraiyth)
http://wraiyth.freesuperhost.com
NightFall HL2 Mod - http://nightfall.nigredostudios.com
--

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