func_monitor resolution

Avatar
Lpfreaky90
2,842 Posts
Posted Dec 09, 2011
Hey,

One of the levels I'm currently working on for the portal stories mod (LP_WIP_2) involves a button which opens a door quite far away. To make it more obvious what that button did I installed a world portal there, with some panels opening in front of it.

However, I wanted to make it more clear, by parenting a func_camera to a func_tracktrain so people can see where that door opens. HOWEVER. When I do that the camera is pretty bad, it has a really really bad resolution, you can only make out a few pixels and it actually makes it a lot worse. So I wondered: are there any other ideas how to do this more smoothly? Now you might think something like ?! it's working fine for me? Yes, it might be, but I THINK that the screen should be a bit big, so my screen was 192x128 px (eat that nasty old cellphone!!!) to make the tv_screen texture fit it

I could also just remove the panels, and use a trigger_look to enable/disable the worldportals. There is however a small possibility that you can actually see the worldportal close with optimal portal placement and it'll be extremely hard to fix that.

What do you think?

Thanks for any help!
~Lp

Advertisement
Registered users don’t see ads! Register now!
Avatar
iWork925
1,080 Posts
Posted Dec 09, 2011
Replied 19 minutes later
What texture are you using for the monitor? Try to hit the "fit" button, that sometimes helps.
Avatar
Lpfreaky90
2,842 Posts
Posted Dec 09, 2011
Replied 7 minutes later
I used the dev_monitor texture, and I tried the fit button.
Bad thing: dev_monitor is 64x64 px.
Would it help to use a bigger texture?
I tried a 2048x2048 texture, which was transparent, and that didn't work...
Maybe it wasn't a good idea to try it with a transparent texture?
Avatar
Skotty
671 Posts
Posted Dec 10, 2011
Replied 20 hours later
I think the resoltion of the camera/monitor is hardcoded, so you could do whatever you want, it won't help (just an idea, not tested).
Avatar
Lpfreaky90
2,842 Posts
Posted Dec 10, 2011
Replied 3 hours later
Ok, I'm afraid you're right skotty.
I think I'll go for a worldportal hax then :wink:

~Lp

Avatar
spongylover123
944 Posts
Posted Dec 10, 2011
Replied 2 hours later
How about a func_monitor
Avatar
Lpfreaky90
2,842 Posts
Posted Dec 10, 2011
Replied 9 minutes later
Subject: func_monitor resolution

spongylover123 wrote:
How about a func_monitor

OH BRILLIANT! I COULD HAVE NEVER THOUGHT THAT MYSELF!
-Sarcasm self test completed. :lol:

Edit:
(Maybe actually READ the title and the contents of the first post? That usually gives you an indication of the issue, so "Gow about a func_monitor?" is a stupid reaction, since I was talking about the resolution of the func_monitor. func_monitor can't be the solution of the problem I have with the func_monitor.)

conclusion: Please read a bit more careful before making this kind of posts. Agree, my wording in the fist message is a bit of a mess. but still...

Avatar
spongylover123
944 Posts
Posted Dec 11, 2011
Replied 1 hour later

lpfreaky90 wrote:
Subject: func_monitor resolution
spongylover123 wrote:

How about a func_monitor

OH BRILLIANT! I COULD HAVE NEVER THOUGHT THAT MYSELF!
-Sarcasm self test completed. :lol:

Edit:
(Maybe actually READ the title and the contents of the first post? That usually gives you an indication of the issue, so "Gow about a func_monitor?" is a stupid reaction, since I was talking about the resolution of the func_monitor. func_monitor can't be the solution of the problem I have with the func_monitor.)

conclusion: Please read a bit more careful before making this kind of posts. Agree, my wording in the fist message is a bit of a mess. but still...

I wasn't specific enough, I meant to use multiple func_monitors.
64 x 64 is the size of the texture, so just use 9 point cameras 64 units apart and 9 64 x 64 func monitors pointing to each camera.
Unless you're talking about making the resolution better on one focused area, then try to edit a vmt and make a bigger vtf.

Avatar
Lpfreaky90
2,842 Posts
Posted Dec 11, 2011
Replied 8 hours later

spongylover123 wrote:
I wasn't specific enough, I meant to use multiple func_monitors.
64 x 64 is the size of the texture, so just use 9 point cameras 64 units apart and 9 64 x 64 func monitors pointing to each camera.
Unless you're talking about making the resolution better on one focused area, then try to edit a vmt and make a bigger vtf.

Your first idea won't work since the source engine is limited to just one point_camera active at the same moment.

The second thing is that the vmt points to $basetexture = _rt_camera (something like that, don't know the thing for sure). To be able to use a texture as a func_monitor its $basetexture has to be that _rt_camera file. PROBLEM: that vmf isn't in portal 2. And the resolution will never be better than 256x256... So that func_monitor thing just ain't gonna help me. A func_worldportal will though :smile:

~Lp

Avatar
Skotty
671 Posts
Posted Dec 11, 2011
Replied 1 hour later
He means you should use multiple func_monitors like here: http://dhmn.net/wiki/dl52&display
All use the same camera entitiy.
Avatar
Lpfreaky90
2,842 Posts
Posted Dec 11, 2011
Replied 2 hours later
but if I do that with the same camera I will have multiple copies of the same image :razz:
Avatar
Skotty
671 Posts
Posted Dec 11, 2011
Replied 11 minutes later
Not if you make just "a part" of the monitor texture on a monitor. Like making a brush, fitting the monitor surface to it and clipping it in 4 single parts.
Avatar
Lpfreaky90
2,842 Posts
Posted Dec 11, 2011
Replied 8 hours later

Skotty wrote:
Not if you make just "a part" of the monitor texture on a monitor. Like making a brush, fitting the monitor surface to it and clipping it in 4 single parts.

Won't I still lose my resolution?
~Lp

Advertisement
Registered users don’t see ads! Register now!
Avatar
Skotty
671 Posts
Posted Dec 12, 2011
Replied 12 hours later
Why won't? Please try it first before guessing something. It's something you want to know, so you have to test it.