As many of you likely know I've been working on this toolkit for a few weeks now and I feel it is now reasonably complete. It allows you to write shaders for the game in HLSL and have those shaders target either Shader Model 2.0 or Shader Model 3.0. See the readme for more information.
To install and use this you'll need to download or clone the repository from GitHub. Put it into the root of your BF2_Modtools folder. The folder structure should go BF2_ModTools -> shader_toolkit -> src. It should not go BF2_ModTools -> shader_toolkit -> shader_toolkit -> src. After that you can bootstrap the toolkit or you can download this which is a shader_toolkit folder containing a build folder for you to copy into the shader_toolkit you got from GitHub.
After that simply see the Getting Started in the readme for how to use the tool!
GitHub Repository
Prebuilt Compiler and Pre-extracted Premunged Files
Prebuilt core.lvl containing the New Shaders
SWBFII HLSL Shader Toolkit
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- Corporal
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- Anakin
- Master of the Force
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Re: SWBFII HLSL Shader Toolkit
i just tried to compile your compiler but i get a few errors:
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- Corporal
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Re: SWBFII HLSL Shader Toolkit
Interesting, I'll try to look into this when I get the time. Hopefully it is as simple as replacing json.hpp with the most recent one from here. You could try doing that yourself in the meantime. Or you can put "#define _SILENCE_CXX17_OLD_ALLOCATOR_MEMBERS_DEPRECATION_WARNING" at the top of main.cpp, it looks like that should silence the warnings and let it compile.
- Anakin
- Master of the Force
- Posts: 4817
- Joined: Sat Sep 19, 2009 11:37 am
- Projects :: RC Side Mod - Remastered - SWBF3 Legacy
- Location: Mos Espa (germany)
Re: SWBFII HLSL Shader Toolkit
fixed it.
And if i understood everything correctly, i need to put my core.req file in the build folder, but what pre munge files to i need??
And if i understood everything correctly, i need to put my core.req file in the build folder, but what pre munge files to i need??