...@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
.
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
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
: [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
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
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
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
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
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
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
, 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
...@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
--
[ 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
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
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
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
@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
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
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would you mind taking me off your list.thankyou
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[EMAIL PROTECTED] wrote:
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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
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Hallo Chris518281,
Du schriebst:
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would you mind taking me off your list.thankyou
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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
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
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