[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
Re: [hlcoders] Source SDK Update - 9/14/2006
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 ___ 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] Source SDK Update - 9/14/2006
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
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 -- - Benjamin Davison -- ___ 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] Source SDK Update - 9/14/2006
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 -- - Benjamin Davison -- ___ 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] Source SDK Update - 9/14/2006
-- [ 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 -- ___ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update - 9/14/2006
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
Re: [hlcoders] Source SDK Update - 9/14/2006
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update - 9/14/2006
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders