Vgui_screens are what the name is off entities that will draw VGUI panels in world space.
Vguiscreens.cpp have info Chris -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Jonas 'Sortie' Termansen Sent: Wednesday, February 04, 2009 1:46 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Ingame Movie Playback Such a vgui element is already defined in vgui_video.cpp, so that'd be really easy. Any idea how to render the vgui element in the world space, while still respecting the z-buffer? Actually, there are some code for that in vgui_video.cpp that draws the bink video as a mesh that covers the screen, but moving that into world space exactly where the TV would be, sounds quite tricky. ----- Original Message ----- From: "Christopher Harris" <[email protected]> To: "'Discussion of Half-Life Programming'" <[email protected]> Sent: Wednesday, February 04, 2009 7:37 PM Subject: Re: [hlcoders] Ingame Movie Playback > You can also create a vgui screen which will render vgui into the world > space, was used sparingly in hl2. The bomb in CSS is using vgui screen for > the timer on it. > > Chris > > -----Original Message----- > From: [email protected] > [mailto:[email protected]] On Behalf Of Jonas > 'Sortie' > Termansen > Sent: Wednesday, February 04, 2009 1:08 PM > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] Ingame Movie Playback > > I did some research about Bink and found that their tools are freely > available on their website. The SDK isn't publicly available, but every > function I need is already in the Source SDK. > > vgui_video.cpp showed me exactly how the TF2 videos are drawn and it seems > that it's very easy to get the bink videos ingame, since the video are > already rendered onto a material, I just need to put that material onto a > surface via code, and everything should work just fine. > > I'm not sure how the sound works though, gonna be a little tricky to get > it > working, but it is indeed possible. > > Thanks for your help. > > ----- Original Message ----- > From: "Jorge Rodriguez" <[email protected]> > To: "Discussion of Half-Life Programming" > <[email protected]> > Sent: Wednesday, February 04, 2009 6:42 PM > Subject: Re: [hlcoders] Ingame Movie Playback > > >> I've never done ingame video playback, so take this advice at face value. >> >> On Wed, Feb 4, 2009 at 10:35 AM, Jonas 'Sortie' Termansen >> <[email protected] >>> wrote: >> >>> - AVI files seem to be rather large, according to my experience >> >> >> Compress them? If you're running 1080 movies then no wonder they are >> large. >> If you make them 640 or 320 then they will reduce in size significantly. >> Your source video files will be likely uncompressed or lossless >> compressed, >> but the final cut you can export with lossy compression to reduce the >> filesize to about 1/10th. I can't imagine your video is more than a >> couple >> minutes long, it should get to over a couple dozen megs if you choose the >> right compression options. >> >> - The tutorial doesn't mention how to get sound from an movie file >> playing >>> while ingame >> >> >> If you can't get the video to be an audio source as well, it would be >> easy >> to try having the audio in a separate .wav or .mp3, and having an ingame >> audio entity play the sound separate from the video, and hope the two >> don't >> get out of sync. >> >> TF2 uses bink to play videos on a vgui panel and that may be the easiest >> option for you, but I don't think Valve has ever done this with an ingame >> vgui panel, only a HUD one, so you may run into problems. Bink files get >> ridiculously small and are effortless to make, with the only real >> limitation >> being the inablitity to change the video's position while it's playing >> without restarting it. >> >> -- >> Jorge "Vino" Rodriguez >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

