Category talk:SourceShaderEditor

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Revision as of 10:50, 9 June 2012 by MLSTRM (talk | contribs) (bad picture link)

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This looks incredible! Fantastic work! I look forward to using it. :-) But I'm afraid that the precompiled demo hasn't been packaged up right, it's lacking client/server DLLs and gameinfo. --Artfunkel 13:07, 18 July 2011 (PDT)

Thanks a lot! Yeah you're right, I've put the wrong links there, I'll fix it right now. --Biohazard 13:22, 18 July 2011 (PDT)

Holy crap. Haha. --£cho 13:38, 18 July 2011 (PDT)

Woah, that looks aewsome! I have written directly a News for the community i am in. --Dmx6 14:04, 18 July 2011 (PDT)

BUG: For the Source SDK binaries directory, it truncates long directory names ie: "c:\program files (x86)\steam\steamapps\*******_*******\sourcesdk\bin\source20" --SteveUK 14:40, 19 July 2011 (PDT)

It will (most likely) be fixed in the next update. --Biohazard 11:38, 20 July 2011 (PDT)

Are there any plans to include simpler functions for basic texture transformations such as scroll, maybe something similar to "Panner" like what UDK has? I think it would bring the overall instructions for basic scrolling effects.--MrFourVideoCards 19:15, 19 July 2011 (PDT)
Scrolling can be done quickly per hand though ((Time * float2) + UV), or does 'Panner' maybe offer more than that? I didn't really plan to add more texture transforming nodes, since the current one can be set up to only do certain things - but I should definitely optimize its code at some point. It will always generate a 2d matrix right now and apply it, even when only translation is used etc. --Biohazard 11:38, 20 July 2011 (PDT)

Awesome work, I'm sure the devs at valve are jealous :) Any plans to facilitate making use of shell texturing, and handling multiple passes ? I'm asking because I'll use a lot of shell texturing in my upcoming project, for grass, fur, etc... But, just for the fact that it can write HLSL shader code, its already awesome  :) --psycommando 12:01, 20 July 2011 (PDT)

Thanks! I thought about that already, though since you can't have more than 4 passes anyway it's not even so useful for fur or anything :/. Anyway, I don't think it will happen anytime soon I'm afraid, but it's not impossible... --Biohazard 12:28, 20 July 2011 (PDT)
Oh well, my bad then, I'm not very eperienced with shaders yet, and the fur shader tutorial I was messing around with had one technique10, with 2 pass, one for the actual fur, and the other for the shadows of the fur. So I just assumed it was the generic way to do it. Just never mind it if its not useful. --psycommando 21:22, 20 July 2011 (PDT)

Is there a possibility of adding this to the alien swarm sdk?--Kwp17pitts 09:51, 27 December 2011 (PST)

It's currently not possible to do this; I will have to compile both libraries against respectively updated interfaces and libs first. Also, Alien Swarm does not provide access to tier1, vgui_controls and shader sources iirc, which will make things more complicated on my end (if not impossible). --Biohazard 07:31, 29 December 2011 (PST)

So I've just downloaded this to have a play around (the standalone version), and I have 1 question and 1 problem. The problem first: all VGUI screens/drop down menus are overlayed black while in the canvas area, meaning that I am not sure how to use it, although I will be trying it on a better computer, the hardware its on at the moment is quite old. Picture of this here: [1] The question is how would I go about using the generated source code to make a compiled shader using the SDK shader project in VS? I would prefer to have pre-built shaders if I used them in a mod/project, just to keep it better seperated for debugging purposes. MLSTRM 03:38, 9 June 2012 (PDT)