Oh, i misread the subject.

Then my answer is a firm 'i dunno' cause i haven't been interested in making
anything for goldsrc in 8 years. ;)
-Tony

On Fri, Mar 19, 2010 at 4:08 AM, kevin bowen <[email protected]>wrote:

> Thank you but I'm working with HL1.
>
> On Thu, Mar 18, 2010 at 1:43 PM, Tony "omega" Sergi <[email protected]
> >wrote:
>
> > You actually shouldn't need to even use avikit.. since the engine has
> > loading of avi's AND bink videos.
> > preferably you would want to use bink anyway as you wouldn't need to
> worry
> > about codecs.
> >
> > loading a bink video actually returns a material anyway, and there is an
> > actual 'bik' shader for drawing on objects.
> > i've never used the shader myself though, i just know it exists.
> > -Tony
> >
> >
> > On Fri, Mar 19, 2010 at 3:19 AM, Jonas 'Sortie' Termansen <
> > [email protected]
> > > wrote:
> >
> > > I have success implementing the free software ffmpeg library in Source.
> > > There is nothing like watching a 720p HD xvid on an ingame surface. :D
> > > It's not very well implemented though and I don't have any sound
> > > support. I'd gladly share the source code with you. ffmpeg is very fast
> > > and it provides all the codecs itself and supports most formats VLC do
> > > (because it is used by VLC).
> > >
> > > Rodrigo 'r2d2rigo' Diaz skrev:
> > > > AVIkit was used in a demo MOD from the creator of the library, but
> > AFAIK
> > > he
> > > > didn't release the source code. I tried to add it some time ago, but
> > > finally
> > > > dropped the idea.
> > > >
> > > > 2010/3/18 kevin bowen <[email protected]>
> > > >
> > > >
> > > >> Just wondering if anyone has implemented AVIkit and is willing to
> part
> > > with
> > > >> the code :) or if AVIkit has been used in any open source mods
> > (rebirth
> > > and
> > > >> arrangemod have the lib's included but don't actually call the
> > > functions).
> > > >> I'd do it myself but it would literally take years (I'm a moron),
> it'd
> > > be
> > > >> easier just to ask for it here just incase any devs have a dead hl1
> > mod
> > > >> with
> > > >> the code already laid out :)
> > > >>
> > > >> I've scoured the internet and all I could find was this on a russian
> > HL
> > > >> coding site which seems to use the code but I'm not sure if it's an
> > > entire
> > > >> replacement for avikit.cpp or if it fits in there somehow (again I'm
> a
> > > >> moron
> > > >> when it comes to this)
> > > >>
> > > >>
> > > >>
> > > >>  ///////////////////////////////////////////////////////////////
> > > >> // Only setup the avi if it's actually a video screen
> > > >>
> > > >> if (isVideoScreen && replacement[0] != '\0') {
> > > >>    char *error_msg = NULL;
> > > >>    long xres = 0;
> > > >>    long yres = 0;
> > > >>    float duration = 0.0f;
> > > >>
> > > >>    movie = new AVIKit( absolute_replacement, false );
> > > >>    if (movie->getError( &error_msg ) != AVIKIT_NOERROR) {
> > > >>        gEngfuncs.Con_DPrintf( "SetupAvisFromEntities: Error opening
> > %s:
> > > >> %s\n", absolute_replacement, error_msg );
> > > >>        delete movie;
> > > >>        break;
> > > >>    }
> > > >>    movie->getVideoInfo( &xres, &yres, &duration );
> > > >>    gEngfuncs.Con_DPrintf( "SetupAvisFromEntities: Opened %s: %ld x
> %ld
> > > (%f
> > > >> secs)\n", replacement, xres, yres, duration );
> > > >>    gEngfuncs.Con_DPrintf( "Video screen at (%d %d %d), with extents
> > (%d
> > > %d
> > > >> %d)\n",
> > > >>    (int)origin[0], (int)origin[1], (int)origin[2],
> > > >>    (int)extents[0], (int)extents[1], (int)extents[2] );
> > > >>
> > > >>    // Create the OpenGL texture
> > > >>    GLuint texnum;
> > > >>    glGenTextures( 1, &texnum );
> > > >>
> > > >>    if (!AddComplexAvi( movie, texnum, origin, angles, extents,
> > > &error_msg
> > > >> )) {
> > > >>        gEngfuncs.Con_DPrintf( "SetupAvisFromEntities: Error adding
> > > movie:
> > > >> %s\n", error_msg );
> > > >>        delete movie;
> > > >>    }
> > > >>    } else if (isVideoScreen) {
> > > >>        gEngfuncs.Con_DPrintf( "SetupAvisFromEntities: Video screen
> > > didn't
> > > >> have a movie specified!\n" );
> > > >>    }
> > > >>
> > > >>    //Setting up the texture:
> > > >>
> > > >>    movie->getVideoInfo( &data->width, &data->height,
> > &data->total_length
> > > );
> > > >>    glEnable( GL_TEXTURE_2D );
> > > >>    glBindTexture( GL_TEXTURE_2D, data->texture_index );
> > > >>    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
> > > >>    glTexImage2D( GL_TEXTURE_2D, 0, 3, data->width, data->height, 0,
> > > GL_RGB,
> > > >> GL_UNSIGNED_BYTE, tmpbuffer );
> > > >>
> > > >>    //Updating the texture each frame:
> > > >>
> > > >>    // Calculate the frame needed
> > > >>    int frame = i->movie->getVideoFrameNumber( i->current_time );
> > > >>
> > > >>    // If the frame has changed, re-upload it
> > > >>    if (frame != i->current_frame) {
> > > >>        i->current_frame = frame;
> > > >>        i->movie->getVideoFrame( (char*)i->buffer, frame );
> > > >>
> > > >>        // If the video isn't a power of two on all sides, we need to
> > > resize
> > > >> it... <img src="images/smilies/frown.gif" border="0" alt="">
> > > >>        if (i->resized_buffer) {
> > > >>            gluScaleImage( GL_RGB, i->realwidth, i->realheight,
> > > >> GL_UNSIGNED_BYTE, i->buffer, i->width, i->height, GL_UNSIGNED_BYTE,
> > > >> i->resized_buffer );
> > > >>            // ... and update the OpenGL texture ...
> > > >>            glEnable(GL_TEXTURE_2D);
> > > >>            glBindTexture( GL_TEXTURE_2D, i->texture_index );
> > > >>            glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, i->width,
> > i->height,
> > > >> GL_RGB, GL_UNSIGNED_BYTE, i->resized_buffer );
> > > >>            } else {
> > > >>                // ... and update the OpenGL texture ...
> > > >>                glEnable(GL_TEXTURE_2D);
> > > >>                glBindTexture( GL_TEXTURE_2D, i->texture_index );
> > > >>                glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, i->width,
> > > >> i->height, GL_RGB, GL_UNSIGNED_BYTE, i->buffer );
> > > >>            }
> > > >>        }
> > > >>
> > > >>        // If this is a complex movie, draw the polygons
> > > >>        if (i->texture_type == AVI_TEXTURE_USER) {
> > > >>
> > > >>            glEnable( GL_TEXTURE_2D );
> > > >>            glBindTexture( GL_TEXTURE_2D, i->texture_index );
> > > >>            glDisable( GL_BLEND );
> > > >>            glBegin( GL_QUADS );
> > > >>
> > > >>            // Top left
> > > >>            glColor3f( 1.0f, 1.0f, 1.0f );
> > > >>            glTexCoord2f( 0.0f, 1.0f );
> > > >>            glVertex3f( i->vertexes[0].x, i->vertexes[0].y,
> > > i->vertexes[0].z
> > > >> );
> > > >>
> > > >>            // Bottom left
> > > >>            glColor3f( 1.0f, 1.0f, 1.0f );
> > > >>            glTexCoord2f( 0.0f, 0.0f );
> > > >>            glVertex3f( i->vertexes[1].x, i->vertexes[1].y,
> > > i->vertexes[1].z
> > > >> );
> > > >>
> > > >>            // Bottom right
> > > >>            glColor3f( 1.0f, 1.0f, 1.0f );
> > > >>            glTexCoord2f( 1.0f, 0.0f );
> > > >>            glVertex3f( i->vertexes[2].x, i->vertexes[2].y,
> > > i->vertexes[2].z
> > > >> );
> > > >>
> > > >>            // Top right
> > > >>            glColor3f( 1.0f, 1.0f, 1.0f );
> > > >>            glTexCoord2f( 1.0f, 1.0f );
> > > >>            glVertex3f( i->vertexes[3].x, i->vertexes[3].y,
> > > i->vertexes[3].z
> > > >> );
> > > >>
> > > >>            glEnd();
> > > >>        }
> > > >>  ///////////////////////////////////////////////////////////////
> > > >>
> > > >>
> > > >> Regardless of this, the AVIkit mod also included fmod.dll, which I'm
> > > >> guessing is used for sound and I'm not sure how it pulls this from
> the
> > > AVI.
> > > >>
> > > >> Kevin
> > > >> _______________________________________________
> > > >> 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
> > >
> > >
> >
> >
> > --
> > -Tony
> > _______________________________________________
> > 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
>
>


-- 
-Tony
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