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. > _______________________________________________ > 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

