Updating the runvmpi.pl script to point at
//bin//ep1//bin//shadercompile.exe instead of taking shadercompile.exe and
the accompanying exe files and moving it seems to have done the trick. I'm
curious, Is this the same solution you found?
On Tue, Nov 25, 2008 at 6:31 AM, Tobias Kammersgaard <
[EMAIL PROTECTED]> wrote:
> 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?
> > > > > _______________________________________________
> > > > > 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
> > >
> > >
> >
> >
> > --
> > 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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>
>
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