I think the TriAPI should give you the functionality required for the movie
rendering (minus the sound anyway). There may be a way to find the
coordinates of where to render somewhere in the world model's model_t
structure.
I recall seeing some physics code for Half-Life using Newton (it was
server-side), but I can't remember where.

On 9 December 2010 13:57, Adam "amckern" McKern <[email protected]> wrote:

> Any plugin API will work, the only trouble you may have is pulling all the
> right calls at all the right places, svencoop is still having trouble after
> replacing the sound system with fmod x more then 3 years ago.
>
> --------
> Owner Nigredo Studios http://www.nigredostudios.com
>
> --- On Thu, 9/12/10, Trevor 'Drak' <[email protected]> wrote:
>
> From: Trevor 'Drak' <[email protected]>
> Subject: [hlcoders] Colliding with BSP (GoldSrc) - Messing with the
> renderer
> To: "HLCoders List" <[email protected]>
> Received: Thursday, 9 December, 2010, 2:46 PM
>
> I’m still stuck in the past with HL1.
> But I’m sure most of you seen videos of people that managed to get a
> physics engine running inside goldsrc. I wanted to give this a go.
> I’m messed around with Newton / Bullet / PhysX and I can whip up a small
> D3D/OpenGL app that throw’s boxes around.
>
> But two major problems, I have no idea where to start on finding a
> solution. How can I get an OpenGL object inside the 3D viewport/world HL is
> in?
> I’ve also seen love .avi videos (procedural textures ?) inside HL. I asked
> the author, and he said he used simple OpenGL calls.
>
> I can do the same, but only 2D.  Drawing stuff over the HL window.
>
> Last thing. If I managed to even get over the hump, to drawing stuff. How
> can I get my physic objects to collide, when I have no access to the engine
> code?
> I don’t assume tracing of any sort can help me here? Mind you, this is all
> client-side. So I don’t need to network the physics.
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