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
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
.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
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
>
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
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
.\..\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
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
? 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
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
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
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
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
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
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
> >
>
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
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"
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
--
[ 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
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
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
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
@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
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
___
Hallo Chris518281,
Du schriebst:
> --
> [ Picked text/plain from multipart/alternative ]
> would you mind taking me off your list.thankyou
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> vis
[EMAIL PROTECTED] wrote:
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[ 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...
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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
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
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