Camera + Screen ?
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 
also, sorry for my relative english ^^.
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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).
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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).
Any idea as to when we'll be able to see it in action?
I'll post it on the site
It will be released this evening if I have time, or next week because I go on holidays tomorrow ^^

Also: you can only have one camera enabled at the same time. So if you want more; you have to toggle between them
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
This is kinda true? You can only have one _RT_camera on for each PVS (potentially visible set).
Thanks for the tips guys 
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 ?
If you want to get rid of those lines entirely, make a new UnlitGeneric texture with $basetexture _rt_camera instead of a VTF file.
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.