Camera + Screen ?

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FireFusorf
57 Posts
Posted Mar 08, 2013
Hi everyone !
I am curently working on a map, but the room is huge so I would need a screen (like wheatley's screens for example) that displays what's happening on the other side of the map. I guess there is kind of a "camera" entity, looking at a target, and a screen dispalying but I have no idea on how to do this ^^'.

That would be nice if you could help :smile:

also, sorry for my relative english ^^.

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srs bsnss
552 Posts
Posted Mar 08, 2013
Replied 14 minutes later
  1. Place a point_camera where you want the camera to be. This is the viewpoint that your screen will look from. Give it a name like "camera_1", but don't bother changing any other fields (except fog colour, if you want).

  2. Create a brush to be your screen. Texture the front with "dev/dev_tvmonitor1a", and tie it to a func_monitor. In the 'Camera name' field, put the name of your camera (i.e. "camera_1")

I think that's all there is to it. Try it and see what happens (it should work).

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FireFusorf
57 Posts
Posted Mar 08, 2013
Replied 10 minutes later
Thanks ! It worked ! :smile:
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srs bsnss
552 Posts
Posted Mar 08, 2013
Replied 12 minutes later
Yay! Glad to know it worked :thumbup:

Any idea as to when we'll be able to see it in action?

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FireFusorf
57 Posts
Posted Mar 08, 2013
Replied 6 minutes later
I am curently finishing the details of the map :wink: I'll post it on the site :smile:
It will be released this evening if I have time, or next week because I go on holidays tomorrow ^^
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Lpfreaky90
2,842 Posts
Posted Mar 08, 2013
Replied 4 minutes later
Have fun on your holiday :wink:
Also: you can only have one camera enabled at the same time. So if you want more; you have to toggle between them :wink:
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TopHATTwaffle
113 Posts
Posted Mar 08, 2013
Replied 15 minutes later

Lpfreaky90 wrote:
Also: you can only have one camera enabled at the same time. So if you want more; you have to toggle between them :wink:

This is kinda true? You can only have one _RT_camera on for each PVS (potentially visible set).

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FireFusorf
57 Posts
Posted Mar 08, 2013
Replied 2 hours later

Thanks for the tips guys :smile:

I am having an issue : The screen resolution is very low, so it's ... very ugly:

My screen is a 120x120 brush. I applied the Monitor texture, and then I had to extend it.
Here is how it looks in hammer :

http://image.noelshack.com/fichiers/201 ... hammer.png

And In-Game :

http://image.noelshack.com/fichiers/201 ... -01-13.png

Is there anyway to set a bigger resolution for the camera/screen ?

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FelixGriffin
2,680 Posts
Posted Mar 08, 2013
Replied 8 hours later
That's what that texture does. It's intentional. To reduce the effect scale the texture down in Hammer to its default, then change the properties of the camera itself to get the zoom you want. It's like with real cameras--to get the best resolution use optical rather than digital zoom.

If you want to get rid of those lines entirely, make a new UnlitGeneric texture with $basetexture _rt_camera instead of a VTF file.

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TopHATTwaffle
113 Posts
Posted Mar 08, 2013
Replied 51 minutes later
I think he was asking how to get the image on the camera to be higher-res. If that's it, I don't know.
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Skotty
671 Posts
Posted Mar 09, 2013
Replied 8 hours later

TopHATTwaffle wrote:
This is kinda true? You can only have one _RT_camera on for each PVS (potentially visible set).

Should be, at least in all Source games so far only one actve camera is standard without code modification.

TopHATTwaffle wrote:
I think he was asking how to get the image on the camera to be higher-res.

I guess just a bigger texture could probably solve the problem.

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FireFusorf
57 Posts
Posted Mar 09, 2013
Replied 16 minutes later
Thank you for your help. I will try to tweak the camera zomm and the screen textures :smile: