Fixing that doesn't fix the error with FXC files not being generated. I had
to deal with this bug once, I'll see what my solution was, once I get back
to my own place :)
/ScarT
2008/11/25 Matt Stafford <[EMAIL PROTECTED]>
> Yeah, I'm not sure whether I outlined that in my tutorials, but with
> anything past... I think it was the December 2006 SDK or something like
> that, you'll probably get that compilation error. I'm not sure whether
> 'linear' was a new datatype added in that SDK or something, but you can
> just
> run through common_fxc.h and rename every variable called 'linear', and it
> still works fine
>
> On Tue, Nov 25, 2008 at 12:02 PM, Walter Gray <[EMAIL PROTECTED]>
> wrote:
>
> > 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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> > please visit:
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> >
> >
>
>
> --
> Matt Stafford (Wraiyth)
> http://www.wraiyth.com
> _______________________________________________
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>
>
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