Simple Camera View
I'm going crazy over this. I've tried too many combinations now and I'm not sure what I'm doing wrong. I'm guessing you're supposed to use point_camera. I'm doing this in the HL2:EP2 engine if that matters.
Any suggestions. It's probably not that hard, I'm just stupid...
Yeah, indeed you need a point_camera and a func_monitor. The monitor is a brush entity with all facaes textured no draw except the one you want to show the images the camera is taking, which you need to texture with the dev/dev_tvmonitor1a texture.
In order to switch amongst different cameras (this is how you would get "different perspectives" in a given place) bare in mind that only one of them must be active at a time. Set as the first camera (name it for example "camera1") the one you need to be shown in the beginning into "Camera name" in the func_monitor properties... Now these would be the outputs you need:
- SetCamera = this establish what camera your func_monitor will show
- SetOn / SetOff = use them to switch between cameras always using some miliseconds in the delay of the outputs...
The sequesnce obviously will be:
- Camera1 > SetOff
- [func_monitor] > SetCamera > camera2
- Camera2 > SetOn
And then for reseting the system:
1. Camera2 > SetOff
2. [func_monitor] > SetCamera > camera1
3. Camera1 > SetOn
I gues you get the picture, right?
You'll just use a point_viewcontrol. That's all.
josepezdj wrote:
Hey man, welcome back(?)
Thanks, yeah it's been a while
Your solution wasn't really what I was looking for, but thanks either way 
TopHATTwaffle wrote:
I believe in CS 1.6 it just took your view over completely. It did not just project on a monitor. Also kinda like the security screens in Duke Nuke 'Em 3D.You'll just use a point_viewcontrol. That's all.
Yeah, that worked. Thanks! I knew it was ridiculously easy x) I just had to uncheck Start at player and Follow player 
Sometimes, you need a view like that in custom Portal 2 maps, so you can figure out what each switch does.
Word of caution, I'd put a 1.0 second delay for when you activate the switch. That's how those POV effects work so well for Lara Croft fans.
Naulziator wrote:
Ah, it may 'work' like Duke 3D, but this really reminds me of those Puzzle POV's on the classic Tomb Raider series. Pull a ridiculously oversized lever, and you're given a camera shot of a door being opened, or something to that effect.Sometimes, you need a view like that in custom Portal 2 maps, so you can figure out what each switch does.
Word of caution, I'd put a 1.0 second delay for when you activate the switch. That's how those POV effects work so well for Lara Croft fans.
It's not for the actual gameplay mate. I'm just using it as a static camera shot, so that if you take a screenshot after pressing the button they will all be in the exact same location. I think you can get a nice effect with transitions from when the map was only a couple of brushes up until the point of release 
Logic wrote:
Naulziator wrote:Ah, it may 'work' like Duke 3D, but this really reminds me of those Puzzle POV's on the classic Tomb Raider series. Pull a ridiculously oversized lever, and you're given a camera shot of a door being opened, or something to that effect.
Sometimes, you need a view like that in custom Portal 2 maps, so you can figure out what each switch does.
Word of caution, I'd put a 1.0 second delay for when you activate the switch. That's how those POV effects work so well for Lara Croft fans.
It's not for the actual gameplay mate. I'm just using it as a static camera shot, so that if you take a screenshot after pressing the button they will all be in the exact same location. I think you can get a nice effect with transitions from when the map was only a couple of brushes up until the point of release
That's brilliant, you need to show us the video when you're done.
FelixGriffin wrote:
That's brilliant, you need to show us the video when you're done.
Will do! 
Place a point_devshot_camera entity in your map and give it a name, the name of the area it looks at is a good name. If you want you can make sure the angle and location are good by using spectate ingame and using getpos in the console to find your co-ordinates and angle. Adjust the FOV to match what you're using ingame if you wish and that's all the entity itself needs.
Next, open up your compile options and either in the input bar at the bottom of the normal mode add -makedevshots or in the $game_exe section of the expert mode add the same thing. Make sure you remove options such as -dev so that your screenshots don't have the console in them!
Once you have compiled your map the mod will load up and just let it be, it will load the map and take the screenshots automatically. The screenshots will be saved to <mod>/screenshots/<mapname>/<cameraname> as .tga files. the previous from quoted from the VDC
Example of what can be done with this entity. http://www.teamfortress.com/post.php?id=2754
TopHATTwaffle wrote:
I did not realize that's what you wanted... There is an entity for this EXACT purpose... You can use a point_devshot_camera. https://developer.valvesoftware.com/wiki/Point_devshot_camera for this.Place a point_devshot_camera entity in your map and give it a name, the name of the area it looks at is a good name. If you want you can make sure the angle and location are good by using spectate ingame and using getpos in the console to find your co-ordinates and angle. Adjust the FOV to match what you're using ingame if you wish and that's all the entity itself needs.
Next, open up your compile options and either in the input bar at the bottom of the normal mode add -makedevshots or in the $game_exe section of the expert mode add the same thing. Make sure you remove options such as -dev so that your screenshots don't have the console in them!
Once you have compiled your map the mod will load up and just let it be, it will load the map and take the screenshots automatically. The screenshots will be saved to /screenshots// as .tga files. the previous from quoted from the VDC
Example of what can be done with this entity. http://www.teamfortress.com/post.php?id=2754
Ahh, so that's what it does. Thanks. I'll use the old thing for now but I'll check this one out on my next map 
TopHATTwaffle wrote:
I believe in CS 1.6 it just took your view over completely. It did not just project on a monitor. Also kinda like the security screens in Duke Nuke 'Em 3D.You'll just use a point_viewcontrol. That's all.
I agree with you sir, CS 1.6 tooks a nice camera view,
Differs with Duke Nuke 'Em 3D,
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