Re: [hlcoders] Shaders and ActivePerl

2009-02-19 Thread Walter Gray
...@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

Re: [hlcoders] Shaders and ActivePerl

2009-02-19 Thread Tobias Kammersgaard
. 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

Re: [hlcoders] Shaders and ActivePerl

2009-02-19 Thread Russ Canfield
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

Re: [hlcoders] Shaders and ActivePerl

2009-02-19 Thread Russ Canfield
: [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

Re: [hlcoders] Shaders and ActivePerl

2009-02-19 Thread Walter Gray
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

Re: [hlcoders] Shaders and ActivePerl

2009-02-19 Thread Tony Sergi
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

Re: [hlcoders] Shaders and ActivePerl

2009-02-19 Thread Russ Canfield
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

[hlcoders] Shaders and ActivePerl

2009-02-17 Thread Russ Canfield
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

Re: [hlcoders] Shaders and ActivePerl

2009-02-17 Thread Tobias Kammersgaard
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

Re: [hlcoders] Shaders and ActivePerl

2009-02-17 Thread Russ Canfield
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

Re: [hlcoders] Shaders and ActivePerl

2009-02-17 Thread Tobias Kammersgaard
, 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

Re: [hlcoders] Shaders and ActivePerl

2009-02-17 Thread Russ Canfield
...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Tuesday, February 17, 2009 6:30 PM Subject: Re: [hlcoders] Shaders and ActivePerl My Perl.exe is located in \Perl\Bin, I'm guessing yours is too. /ScarT 2009/2/18 Nuno Silva little.coding

[hlcoders] Shaders/Particle Editor update?

2008-02-17 Thread Matt Stafford
-- [ Picked text/plain from multipart/alternative ] Hate to be a hassle Mike, but can we get some word on when we're going to get the particle editor and the updated SDK shaders and scripts? Working with the old shaders on the old engine is a pain in the arse. Cheers Matt -- Matt Stafford

[hlcoders] Shaders and Transparency

2006-08-10 Thread William Ewing
For the past several weeks, I've been trying to get a two-phase post-processing shader to work with transparency. So far, I've only been able to make it visible over certain types of terrain. Otherwise, it darkens the screen in the second phase, and apparently does nothing but lower the

RE: [hlcoders] Shaders

2006-03-08 Thread Jay Stelly
To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Shaders I think something is messed up with the shader compilation tools. It could be just me, or it could be that I truly have the basis for righteous indignation :) A bit of background: I've been compiling shaders and sending them off

[hlcoders] Shaders

2006-03-07 Thread John Sheu
I think something is messed up with the shader compilation tools. It could be just me, or it could be that I truly have the basis for righteous indignation :) A bit of background: I've been compiling shaders and sending them off to other people to test (as I'm writing shaders for PS 3.0, but I

RE: [hlcoders] Shaders

2005-05-23 Thread Mike Dussault
@list.valvesoftware.com Subject: [hlcoders] Shaders Does the hl2mp sdk or the base MP SDK use the standard shaders that shipped with halflife 2 if you do not compile the shaders which ship with the sdk's? I am just wondering if we have access to all those. Plus any custom ones we make. etc.. r00t 3:16 CQC Gaming

[hlcoders] Shaders

2005-05-22 Thread r00t 3:16
Does the hl2mp sdk or the base MP SDK use the standard shaders that shipped with halflife 2 if you do not compile the shaders which ship with the sdk's? I am just wondering if we have access to all those. Plus any custom ones we make. etc.. r00t 3:16 CQC Gaming www.cqc-gaming.com

Re: [hlcoders] Shaders...

2005-01-05 Thread Chris518281
-- [ Picked text/plain from multipart/alternative ] would you mind taking me off your list.thankyou -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Shaders...

2005-01-05 Thread Jeffrey \botman\ Broome
[EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] would you mind taking me off your list.thankyou Read the bottom line of every email sent from this list... v-- That stuff down there ---v ___ To

Re[2]: [hlcoders] Shaders...

2005-01-05 Thread Yarin Kaul
Hallo Chris518281, Du schriebst: -- [ Picked text/plain from multipart/alternative ] would you mind taking me off your list.thankyou -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

[hlcoders] Shaders...

2005-01-04 Thread Markus Hoff-Holtmanns
Hi all, Could anyone point me to some discussions about HL2 shaders? i think there were some a while back, can't find them though. I mean, there are just LightmappedGeneric, UnlitGeneric and Modulate at the moment, right? And no real shader related code public at the moment, right? So any chance

Re: [hlcoders] Shaders...

2005-01-04 Thread Luke Graham
Its not possible to make shaders right now, at least without rewriting -all- the shaders. The ability to do it properly is coming. One of the Valve guys might be able to give an updated ETA. On Wed, 05 Jan 2005 02:17:19 +0200, Markus Hoff-Holtmanns [EMAIL PROTECTED] wrote: Hi all, Could