Scott,

You can use a Procedural Material/Texture (PT) to accomplish what you
seek.  When you write the procedural material "generator", you can
have it pull the pixels/frames from an AVI or other video source
(webcam).  We've done this with several types of cameras (but not AVI)
 and it works pretty well.  You can use the PT in a level or between
maps.

Here are the basic steps:

1- Create a procedural material
(http://developer.valvesoftware.com/wiki/Procedural_Materials)  Do
something simple like drawing a line on a black background.  Make up
some helper function like setRGB(x,y,r,g,b) that lets you set the
pixels of the material easily.  Play with it until you are sure you
have the coordinate system and colors working as expected

2- Write or borrow some code that will allow you to grab frames from
an AVI file, and also supporting grabbing pixels in each frame --
write a helper function like getRGB(x,y,&r,&g,&b) that will allow you
to copy the pixels you want.  You may have to do some sampling and
filtering here if the AVI is not the same size as the Procedural
Material.

3- In the procedural generator loop, use your helper methods to copy
pixels from the AVI (getRGB) to the PT (setRGB)

There are probably some more eligent ways to do this by rendering to a
texture, hooking the DirectX device and using DirectShow, etc.  Also,
since you stated you only want to play *between* levels perhaps Source
already has something to do this..

Good Luck,

Steve




On Fri, Aug 1, 2008 at 4:52 PM, Scott Robson <[EMAIL PROTECTED]> wrote:
>
> Hi all,
>
> I am making a mod that features video cut scenes that will play between 
> levels, I am having problems in implementing this however. Some suggestions 
> i've had are using AVIMaterials, and keep the player still watching the 
> video, also using a panel that plays a bik video file but i do not know how 
> to go about making a panel that play bik files. If anyone can help me please 
> don't hesitate to email me on [EMAIL PROTECTED], I would also welcome other 
> suggestions into how to accomplish this.
>
> Thanks, Scott
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