Are you compiling the shaders (fxc files) and the C++ shader code (custom shader DLL)? It sounds like you have one and not the other.
Jay > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Ted Maul > Sent: Monday, June 19, 2006 12:58 PM > To: [email protected] > Subject: [hlcoders] DX9 SDK vertex lit shader problems > > This is quite long, sorry :P > > I'm using sdk_vertexlit_and_unlit_generic_bump_ps20 from the > advanced folder in the SDK shaders. It's completely > unmodified -- the only change I've made is to spam the > lighting information to console. > > This is what happens when the player model steps outside (and > into the influence of the light_environment): > http://img398.imageshack.us/img398/4522/dx9shaderproblem16zv.jpg > http://img465.imageshack.us/img465/1517/dx9shaderproblem26co.jpg > > This is what it should -- and occasionally does -- look like. > http://img263.imageshack.us/img263/4036/dx9shaderproblem36xm.jpg > > For some reason, there's a second light acting on the model > that's being treated as a directional light (according to the > lightCombo) even though it doesn't seem to be directional > light (the direction is a unit vector in the x axis and the > map has no lights of that type). What's strange is that the > other light can be either in the first or second light slot > seemingly arbitrarily (though that lightCombo does specify > two directional lights so it wouldn't matter if that light > actually was directional). > > There are also similar problems that are less obvious when > moving between lights inside buildings (point lights rather > than directional) > -- instead of the smooth lighting transition that happens > with the default dx9 shaders, the lighting flickers when > between some lights and switches instantly and seemingly > arbitrarily around. Changing all directional lights to > behave light point lights in the shader itself improves the > worst of the problems -- namely, the bright coloured lighting > outside -- but the inconsistent lighting throughout levels is > still a big problem. > > Has anyone else encountered this problem or have any ideas > what might be causing it anyway? > > My best guess is that the lightCombo enumerations are out of > sync with what the current engine uses (and maybe some other > stuff is out too) but I don't think that's the whole story > and I can't really see anything obvious that could be causing > it and I don't think the much of the lighting code is exposed > to mods. I'd appreciate any help since we can't move on with > writing some custom player shader effects for our mod until > we have the basics working. > > If you need any more info just ask. Thanks! :) > > > _______________________________________________ > 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

