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Missing shader files and shader project #26
Comments
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Yes it would be good to have the materialsystem code access , because i will not being able to port my project on that engine branch without it. |
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Yes, we've got a bunch of custom shaders running on our mod and it'd be great to have support for them in 2013. |
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Same problem here, I won't be able to port my project from Alien Swarm to this engine either. It's also nice if we can keep overriding the base shader names like in the Alien Swarm SDK. In Source SDK 2007 this is not possible (all "custom" sdk shader names have a SDK_ prefix). |
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I'm working on the project with AniCator - we have custom shaders, and have modified existing Source shaders to fix isues such as the Flashlightstate_t attenuation. For us this is a dealbreaker - we'd love to move to SDK 2013 to gain the cross platform support, but as it stands it's not worth it for us without custom shader support. Thanks for looking into this. |
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Source 2007 shaders will work, you just need to copy over the materialsystem folder as well as some various perl scripts. Here's a quick fix. http://pastebin.com/raw.php?i=DryN9Q15 |
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We will be adding the missing material system files in an update next week. |
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Thanks alfred. 👍 |
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that's just great, Alfred :) |
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Anything new on this? |
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Still working on it. Sometimes "next week" takes a while. |
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We all know about your clocks, Valve! |
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Will be released alongside Ricochet 2 I guess |
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Valve time... it's ok. =) |
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This is fixed in the update that just went up. |
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Thanks a ton, Joe! 🎉 |
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Hello, I post on this older issue because i got some problems, I will try to explain as well just below. So, I am working on some conversion of some shaders from the Alienswarm engine branch. First i tried to convert the parallaxtest shaders, but wasn't able to properly integrated the shader in sdk 2013, I want to use the parallax occlusion mapping with the lightmappedgeneric (dx9) and vertexlitgeneric (dx9) like it is with the Alienswarm, but the source code hasn't been committed on the repository. I can't add the portions of code (dedicated to the Parallax), into the lightmappedgeneric and vertexlitgeneric shader. So the only possibility I have, is a full port of the ASW materialsystem, a messy task. to @JoeLudwig, I have a request. I don't need all the "SDK_" Fallback shader program name , it could just be a simple note on the wiki, I think it important, as it a wide source of information that are missing from the sdk. Nicolas Kirsch |
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We pulled all of the SDK_* shaders right out of our 2007 repo and they worked fine in 2013 (inc. LightmappedGeneric, VertexLitGeneric etc) - we only needed to juggle around some We needed to use our own to fix issues with env_projectedtexture and to add @AniCator's LightmappedGeneric phong. If I'm understanding you though, this will let you do what you want to do right? |
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Hello Alan, Thanks for the fast reply :) |
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Okay, sure. From what I've seen though, 2013 has nothing to do with the Left 4 Dead branch, it is just the 2007 engine with the GL backend and some other stuff - nothing like shaders or code pulled in from other Valve games. I think it's (roughly) what the Steam version of Half-Life 2, the episodes and Portal 1 are running now, so I don't think you're missing out on anything by not having the exact shaders. It is a bit weird they weren't added though admittedly. It would've saved us a few days work, so if they add them now I'll be a tad peeved ;) |
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i can't really say what is the 2013 engine branch, i discover news things every days:) |
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I have to inform you that this does contain updated code. There are traces of the pyro vision goggle code including support for rendering a separate depth buffer. The code for rendering the extra depth pass is actually based on code written by Drew Watts. Which is very interesting. |
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sorry for the misunderstanding, but are you talking about the 2013 materialssystem or the "2007 version" you just ported to estranged ? |
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The Pyro Vision thing? I was talking about 2013.
On 1 September 2013 02:15, RedEyes notifications@github.com wrote:
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a good reason to request the sources :) |
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Ah ofc, I forgot about Team Fortress 2. I haven't seen any evidence that you'll get shaders from any other games though, but I guess it depends what you're after. I'd also open it as a separate issue if you'd like any action on it :) |
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Please open a new issue and tell me which specific files you'd like to see added. The old stdshaders project included every shader in Source as of that time with their names changed to SDK_ unfortunately that rename is required and makes integrating new changes difficult. I can certainly add a few more of the base files if that's all you need. The 2013 version of the SDK is based on the Orange Box engine that is used by TF2, CS: Source, Day of Defeat, HL2 (+ episodes), and Portal. Nothing from L4D, Portal 2, CS:GO, Dota 2, or Alien Swarm is included. |
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@JoeLudwig, all right i can create a new issue, but it represents lot of files to list, with all the *.cpp, *.h, *.vsh, *.psh, *.fxc. |
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Yeah, that's not going to happen. I looked at doing that when I added shaders back in, but the old SDK files don't deal well with the OSX/Linux changes and the renames make the new files difficult to deal with. Also, wild cards don't count as "specific." :) What files do you actually need? It's not that the SDK prefix is required, it's that there can be no overlap between the shader names in the mod's shader DLL and stdshaders_dx9.dll. Because all the existing shaders were in the old SDK they were all renamed to make them actually able to load. |
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What is not going to happen ? :) the files i need, are all the "lightmapped_generic" and "vertexlit_unlit_generic" |
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Pulling in all the stuff from the 2007 SDK isn't going to happen. Neither is pulling in everything from stdshaders as it stands now (mostly because of all the TF2 shaders included in that list.) Materialsystem.dll is what demands that I change the names. We don't allow a mod to override an existing shader. |
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You can get most of the SDK_ .fxc, .h and .cpp files from Source2007. For SDK_LightmappedGeneric I was missing the lightmappedgeneric_dx9.cpp file so I used the one from Alien Swarm and modified it to work with Source 2007. Which wasn't too much of a hassle. (we lifted it over to 2013 when we were porting Estranged) |
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Joe, I suggest the following solution:
IIRC, game shaders cannot override base shaders for cheat reasons (what about SP-only games? the current protection is pointless)... my solution fixes that issue with minimal changes required by yourself. As long as the engine still hash checks the client DLL to ensure that it is the same as the server's, then this is as secure as the rest of the engine. |
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What Anicator explains here : #26 (comment) So i posted my request here : #172 |
All of the shaders and the project itself are missing.
There isn't even a src/materialsystem directory.
I know that having support for shaders on all platforms is a difficult thing to do but can't at least the Windows code be added back? Or will we have to try to merge it from Source2007 code manually?
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