Thanks for the tip.  I stuck a fix up on the wiki, but as Tobias said, 
it didn't fix the overall problem of .fxc files not getting compiled.  
We'll see if i get any more progress on it tomorrow.

Matt Stafford wrote:
> 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?
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
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>>>>
>>>>
>>>>         
>>> --
>>> Matt Stafford (Wraiyth)
>>> http://www.wraiyth.com
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>>>       
>> _______________________________________________
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>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>>     
>
>
>   


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