Re: [hlcoders] Shaders and ActivePerl

2009-02-19 Thread Tony Sergi
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

Re: [hlcoders] Shaders and ActivePerl

2009-02-19 Thread Russ Canfield
alter Gray" To: "Discussion of Half-Life Programming" 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

Re: [hlcoders] Shaders and ActivePerl

2009-02-19 Thread Walter Gray
.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&qu

Re: [hlcoders] Shaders and ActivePerl

2009-02-19 Thread Russ Canfield
lter Gray" To: "Discussion of Half-Life Programming" 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 >

Re: [hlcoders] Shaders and ActivePerl

2009-02-19 Thread Russ Canfield
error about missing Steam.dll only the Orangebox one seems to work correctlyI am using EP1 though - Original Message - From: "Walter Gray" To: "Discussion of Half-Life Programming" Sent: Thursday, February 19, 2009 3:04 PM Subject: Re: [hlcoders] Shaders and A

Re: [hlcoders] Shaders and ActivePerl

2009-02-19 Thread Russ Canfield
uot; 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 Canfie

Re: [hlcoders] Shaders and ActivePerl

2009-02-19 Thread Tobias Kammersgaard
.\..\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 lear

Re: [hlcoders] Shaders and ActivePerl

2009-02-19 Thread Russ Canfield
gt;> the >>> batch to match that location. >>> /ScarT >>> >>> >>> 2009/2/18 Russ Canfield >>> >>> >>>> 1 file(s) moved. >>>> >>>> ' "C:\Perl\perl.exe"' is not recongized as an int

Re: [hlcoders] Shaders and ActivePerl

2009-02-19 Thread Walter Gray
? 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" > To: "Discussion of Half-Life Programming" > Sent: Tuesday, Fe

Re: [hlcoders] Shaders and ActivePerl

2009-02-19 Thread Walter Gray
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 buildsdkshade

Re: [hlcoders] Shaders and ActivePerl

2009-02-18 Thread Russ Canfield
email me a copy of their 3 SDK shader setup files? r...@avpgold2.com Thanks! - Original Message - From: "Tobias Kammersgaard" To: "Discussion of Half-Life Programming" Sent: Tuesday, February 17, 2009 6:27 PM Subject: Re: [hlcoders] Shaders and ActivePerl > Well wh

Re: [hlcoders] Shaders and ActivePerl

2009-02-17 Thread Russ Canfield
m: "Tobias Kammersgaard" To: "Discussion of Half-Life Programming" 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 Silv

Re: [hlcoders] Shaders and ActivePerl

2009-02-17 Thread Tobias Kammersgaard
scussion 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" &g

Re: [hlcoders] Shaders and ActivePerl

2009-02-17 Thread Tobias Kammersgaard
ath file. > > and continues with the SDK shaders from there. > > > - Original Message - > From: "Tobias Kammersgaard" > To: "Discussion of Half-Life Programming" > > Sent: Tuesday, February 17, 2009 6:15 PM > Subject: Re: [hlcod

Re: [hlcoders] Shaders and ActivePerl

2009-02-17 Thread Nuno Silva
om there. > > > - Original Message - > From: "Tobias Kammersgaard" > To: "Discussion of Half-Life Programming" > > Sent: Tuesday, February 17, 2009 6:15 PM > Subject: Re: [hlcoders] Shaders and ActivePerl > > > > This > > >

Re: [hlcoders] Shaders and ActivePerl

2009-02-17 Thread Russ Canfield
lf-Life Programming" 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 t

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"

[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

[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 (Wraiyt

[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 frame-rat

RE: [hlcoders] Shaders

2006-03-08 Thread Jay Stelly
9:22 PM > 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&#

[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 do

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 G

[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[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 > vis

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 unsubscr

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: http://list.valvesoftware.com/mailman/listin

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 a

[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