Me and James are both having the exact same problem, and are running Vista
32bit. I have tried running shadercompile.exe in compatability mode, but
seems to not make a difference.
I'm beginning to wonder if the operating system is a factor of the problems
me and James are seeing.

2009/5/28 KLIMaka <[email protected]>

> WinXP Prof x64 SP2
>
> > Yeah, I have no problems with running studiocompile. Out of curiosity,
> what
> > version of Windows are you all running this on?
> >
> > On Tue, May 26, 2009 at 2:13 PM, BEaST <[email protected]> wrote:
> >
> > > Really? I have everything works fine! Maybe problem in erroneous
> bat-files?
> > > The solution, which helped me:
> > >
> > > 1) Copy from your ...\sourcesdk\bin\orangebox\bin\ directory into
> > > ...\src\materialsystem\stdshaders\ next files - shadercompile.exe and
> > > shadercompile_dll.dll
> > >
> > > 2) Change buildshaders.bat : following lines
> > >
> > > echo %SDKBINDIR%\shadercompile.exe >> filestocopy.txt
> > > echo %SDKBINDIR%\shadercompile_dll.dll >> filestocopy.txt
> > > echo %SDKBINDIR%\vstdlib.dll >> filestocopy.txt
> > > echo %SDKBINDIR%\tier0.dll >> filestocopy.txt
> > >
> > > modify to
> > >
> > > echo shadercompile.exe >> filestocopy.txt
> > > echo shadercompile_dll.dll >> filestocopy.txt
> > > rem echo %SDKBINDIR%\vstdlib.dll >> filestocopy.txt
> > > rem echo %SDKBINDIR%\tier0.dll >> filestocopy.txt
> > > > Sorry I don't have anything to contribute, but how were you able to
> > > > get the shader SDK working? Using the beta SDK and DXSDK Nov2008,
> > > > the .fxc files do not seem to build successfully.
> > > >
> > > >
> > > >
> > > >
> > > >
> > > > On May 23, 2009, at 9:29 PM, "walter" <[email protected]>
> wrote:
> > > > > I tried to make CShadowDepthView draw into a custom render target
> > > > > which
> > > > > would then be passed to shader, but I cant find the right way how
> to
> > > > > do
> > > > > it. Being inexperienced in programming, I really could use some
> > > > > advice.
> > > > > > only way - additional render pass with depth write only. Simplest
> way
> > > > > > (IMHO) to use CClientShadowMgr. It uses CShadowDepthView::Draw()
> for
> > > > > > writing full range depth. I think it should look like "always
> > > > > > turned on
> > > > > > flashlight" with FOV`s (horizontal and vertical) and resolution
> > > > > > equal to
> > > > > > viewport FOV and resolution accordingly. Something like that...
> > > > > >
> > > > > > Pardon for poorly english ))
> > > > > > > Is there any other way how to get depth (distance) into shader?
> > > > > > >
> > > > > > > It is for Orange Box-based mod.
> > > > > > > > On PC platform _rt_FullFrameDepth is a compressed depth
> buffer.
> > > > > > > > This
> > > > > > > means
> > > > > > > > that presented not full depth range, but only part, not to
> exceed
> > > > > > > > OO_DESTALPHA_DEPTH_RANGE (as defined in the file
> > > common_ps_fxc.h).
> > > > > > > That is
> > > > > > > > why we have fake soft particles. Sadly :(
> > > > > > > > > Is this for ep1?
> > > > > > > > >
> > > > > > > > > On Fri, May 22, 2009 at 12:52 PM, walter
> > > > > > > > > <[email protected]>
> > > > > > > > > wrote:
> > > > > > > > > > I wrote a custom shader which accesses depth buffer
> through
> > > > > > > > > > "_rt_FullFrameDepth" render target. It works, but alpha
> > > channel
> > > > > > > > > becomes
> > > > > > > > > > maxed out to white just few meters from camera,
> preventing
> > > > > > > intended
> > > > > > > > > > function. Any idea what could I be doing wrong?
> > > > > > > > > > Jan "Walter" Sluka
> > > > > > > > > >
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-- 
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