Cool, i NEED to migrate to OB code, been having big trouble with HUD elemenets 
& AVI - this sounds like the thing i need to push me into the new engine code.
 
I have a few HUD Elements with slide out panes of pre-rendered CGI telling the 
player Stuff, etc.

--------
Owner Nigredo Studios http://www.nigredostudios.com

--- On Mon, 14/9/09, Christopher Harris <char...@resrchnet.com> wrote:


From: Christopher Harris <char...@resrchnet.com>
Subject: Re: [hlcoders] Avi Materials
To: "'Discussion of Half-Life Programming'" <hlcoders@list.valvesoftware.com>
Received: Monday, 14 September, 2009, 3:23 AM


Hello, I just wanted to say that the BIK interface is working as expected.
Able to display a model with a BIK playing as its texture and it also plays
the sound too.

Chris

-----Original Message-----
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Christopher
Harris
Sent: Sunday, September 13, 2009 12:44 PM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Avi Materials

I am not using a 3rd party method with a procedural material. I am trying to
use an interface valve provided in avi/iavi.h which lets you create a
material for an avi on the fly in code. They also have the same interface
for BIK files in avi/ibik.h I may try the BIK interface because I at least
have proof in other instances that the IBik interface works because it is
used to render the training videos in tf2 maps.

Thanks
Chris

-----Original Message-----
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jonas 'Sortie'
Termansen
Sent: Sunday, September 13, 2009 6:18 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Avi Materials

You are doing something wrong. I have been really toying with this, and
I have had some of the bugs you have mentioned, but I have also fixed
them. The problem is that produceral materials needs to be redrawn.
Although as long as stay ingame it doesn't 'need' to be redrawn, but you
cannot be sure the memory of the produceral texture is overriden. This
happens when you alt-tab the game or something nasty.

The avi system you are using are a bit flawed in the first place. I've
been experimenting with using ffmpeg instead - and I got it successfully
working ingame. Although it's hardly finished and is still very very
buggy and experimental, it is able to playable all sorts of videos. I
need to add a few other features to it, but if you are interested, mail
me and I'll provide you with the WIP code. I'll post it on the Wiki once
it's working correctly.
> Hello,
>
>
>
> I've tried to utilize the IAvi Interface to create a material for an avi
> file.
>
>
>
> I've the following code running when my entity is created on the client.
>
>
>
> The avi is a valid file because it complains if it can't find the file.
The
> file I am passing in for now was created in the engine itself using
> startmovie blah avi
>
>
>
> if(updateType == DATA_UPDATE_CREATED)
>
> {
>
>       m_hAviMaterial =
> avi->CreateAVIMaterial(m_strAviMaterial,m_strAviMaterial,"GAME");
>
>
>
>       if ( m_hAviMaterial != AVIMATERIAL_INVALID )
>
>       {
>
>             m_flAviFrameCount = avi->GetFrameCount(m_hAviMaterial);
>
>             m_pAviMaterial = avi->GetMaterial(m_hAviMaterial);
>
>             SetNextClientThink(CLIENT_THINK_ALWAYS);
>
>       }
>
>
>
>       if(m_pAviMaterial)
>
>             m_pAviMaterial->AddRef();
>
> }
>
>
>
> Then in my DrawModel function I do.
>
>
>
> if(m_pAviMaterial)
>
>       modelrender->ForcedMaterialOverride(m_pAviMaterial);
>
>
>
> int val = BaseClass::DrawModel(flags);
>
> modelrender->ForcedMaterialOverride(0);
>
> return val;
>
>
>
> This does not work so to speak because I get a material on my model that
is
> pink checkerboard partially and the rest has no alpha. When I brought up
the
> console I got some artifacts from other textures showing on my model.
These
> artifacts seemed to be the memory for the main menu texture, and also one
of
> our mods hud textures as well as some random pixels.
>
>
>
> I've also tried forcing the frame to some constant value every think and
it
> doesn't help.
>
>
>
> Has anyone had any success with using this?
>
>
>
> Thanks
>
> Chris
>
> _______________________________________________
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please visit:
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>
>


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