So, I've dug through the .bat and .perl files, and every step seems to be
working alright as far as i can tell.
nmake generates the proper filenames which are baked down into filelist.txt
which reads:

fxc.exe /DSHADERCOMBO=0 /DTOTALSHADERCOMBOS=1 /DCENTROIDMASK=0
/DNUMDYNAMICCOMBOS=1 /DFLAGS=0x0 /Dmain=main /Emain /Tps_2_0
/DSHADER_MODEL_PS_2_0=1 /nologo /Foshader.o post_sepia_ps20.fxc>output.txt
2>&1
fxc.exe /DSHADERCOMBO=0 /DTOTALSHADERCOMBOS=1 /DCENTROIDMASK=0
/DNUMDYNAMICCOMBOS=1 /DFLAGS=0x0 /Dmain=main /Emain /Tvs_2_0
/DSHADER_MODEL_VS_2_0=1 /nologo /Foshader.o
post_screenspaceeffect_vs20.fxc>output.txt 2>&1

however, these never seem to run but I don't get any kind of error output
either.  digging through the code, I find that the shaders Should compile to
materialsystem/stdshaders/shaders/fxc, but there's nothing ever generated
there.  I feel like fxc.exe is never getting run, but I don't get any kind
of error messages to indicate this.

Upon attempting to run fxc.exe directly from the command line, I have no
trouble so I assume my path is set correctly, however there are compilition
errors.  Shouldn't these have come up when running the .bat though if
fxc.exe was ever being run at all?  And more importaintly, the compilation
error is:

common_fxc.h<156,36>: error X3000: syntax error: unexpected token 'linear'

This is one of the included valve header files, and looking at the section
in that file:

float3 LinearToGamma( const float3 linear )  //this is line 156
{
    return pow( linear, 1.0f / 2.2f );
}

I can't find anything wrong there, can you?

This is getting wierd.

On Sat, Nov 22, 2008 at 4:53 AM, Matt Stafford <[EMAIL PROTECTED]> wrote:

> Having a space in your path to the mod can cause them to incorrectly copy,
> but it should also produce an error when running buildsdkshaders.bat
> There should be a directory in the shaders directory where the FXC files
> are
> compiled to (Can't remember the name off the top of my head). The shaders
> are then copied from there to your mod directory. I'd check if they are in
> that directory first (just search stdshaders directory for *.fxc). If they
> are, its just an error in the copy process, and you can just fix up the
> batch file yourself if you really want, just hardcode in a copy. If they
> aren't there, then theres some other error in the compilation process that
> you're missing.
> Make sure you're running buildsdkshaders.bat from the command-line as well,
> because you often don't see any errors if you just double-click it, coz the
> window closes pretty quickly once its done compiling the combos.
>
> On Sat, Nov 22, 2008 at 1:44 PM, Walter Gray <[EMAIL PROTECTED]> wrote:
>
> > I've recently attempted to run through the shader tutorials on the wiki
> and
> > on wraith's website, and I seem to be running into an error in both.  I'm
> > using the episode one engine, and I followed the tutorials to the letter
> as
> > far as I can tell.  The Buildsdkshaders.bat seems to run with no problem,
> > however i can find no reference at all to any of the shaders that are
> > defined in .fxc files in my mod's shader directory when it completes, and
> I
> > get a "could not find shader" error for them if they are used anywhere in
> a
> > map.  This includes not just the post_sepia effect that I created
> following
> > wraith's tutorial, but also some of the SDK shaders.  I recieve a message
> > that looks like this:
> >
> > Couldn't load pixel shader sdk_lightmappedgeneric_ps20
> > Couldn't load vertex shader sdk_lightmappedgeneric_vs20
> > Couldn't load vertex shader SDK_lightmappedgeneric_flashlight_vs20
> > Couldn't load pixel shader SDK_flashlight_ps20
> >
> >
> > Am I missing something here?  There are .fxc files for all of these, but
> > the
> > compiler just seems to generate .inc files for them and nothing else.
> > What's going on?
> > _______________________________________________
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> > please visit:
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> >
> >
>
>
> --
> Matt Stafford (Wraiyth)
> http://www.wraiyth.com
> _______________________________________________
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> please visit:
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>
>
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