Lights, Camera, Action!!

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Fracture
797 Posts
Posted May 15, 2012
I learned on the SDK that only one camera can be used at a time. But in certain mods I can have more. Is there a mod I can use for my custom map to have 2 active cameras for 2 monitors?
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spongylover123
944 Posts
Posted May 15, 2012
Replied 10 minutes later
You have to add custom code to portal 2 for more cameras to work.
No portal 2 mod have this.
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msleeper
4,136 Posts
Admin
Posted May 15, 2012
Replied 15 minutes later
And this is exactly why I keep saying there is no such thing as Portal 2 mods: we don't have access to the SDK, so you can't add anything via code.
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Kaleido
272 Posts
Posted May 15, 2012
Replied 30 minutes later
Fracture, you are the worst at thread titles, sir.
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Fracture
797 Posts
Posted May 15, 2012
Replied 2 hours later
it had the word camera in it. did it not?

In relevance, why would the wiki say such a thing about mods if it cannot be used in portal 2? They should have been more clear on the matter.

if i cannot use more than one camera, if that is absolutely definite, then I will just have to make my map turn based.

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shad0w440
51 Posts
Posted May 15, 2012
Replied 19 minutes later
Content mods can be considered mods right?
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spongylover123
944 Posts
Posted May 15, 2012
Replied 4 minutes later

shad0w440 wrote:
Content mods can be considered mods right?

I think those are called addons, like l4d vpk mods.

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msleeper
4,136 Posts
Admin
Posted May 15, 2012
Replied 8 minutes later
Personally I don't consider them mods.
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MasterLagger
1,695 Posts
Posted May 15, 2012
Replied 1 hour later
Technically, add-ons are a type of mod, since the mapper is "adding on" new content. I think msleeper's idea of a mod is more complex rather than just adding a few textures and models (like Nightmare House 2 may be a good example of a proper mod).
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spongylover123
944 Posts
Posted May 15, 2012
Replied 4 minutes later

MasterLagger wrote:
Technically, add-ons are a type of mod, since the mapper is "adding on" new content. I think msleeper's idea of a mod is more complex rather than just adding a few textures and models (like Nightmare House 2 may be a good example of a proper mod).

A mod is a "mod"ification of a game, that means changing the game partially, like adding new content like characters, sound, maps, materials, models.
Or a changing it completely, like Infra for Alien Swarm, it adds new code to AS.

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msleeper
4,136 Posts
Admin
Posted May 16, 2012
Replied 5 minutes later
Yes, I have a very old school definition. To me, "mod" is synonymous with "total conversion", a term you don't hear much these days.
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Kaleido
272 Posts
Posted May 16, 2012
Replied 2 minutes later

msleeper wrote:
Yes, I have a very old school definition. To me, "mod" is synonymous with "total conversion", a term you don't hear much these days.

Mh, I'm going to have to disagree with that definition.

While yes, mods in the strictest sense aren't possible in Portal 2, you can make a mod without it being a TC. A TC implies that EVERY asset is different and you've essentially made a new game out of the engine. A mod can be as simple as server-side custom code running to change what's possible within the game.

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msleeper
4,136 Posts
Admin
Posted May 16, 2012
Replied 1 minutes later
You're not wrong. I'm just stubborn.

:shrug:

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Fracture
797 Posts
Posted May 16, 2012
Replied 1 hour later
.......

TECHNICAL DEFINITIONS ASIDE......

Is there ANY...ANY WAY AT ALL....that I can have 2 cameras active at the same time?

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msleeper
4,136 Posts
Admin
Posted May 16, 2012
Replied 6 minutes later
Nope.
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Fracture
797 Posts
Posted May 16, 2012
Replied 21 hours later
Well after much deliberation, and an exhausting amount of editing, I would like for someone to help me test my Coop map to see if everything works as it should.

:3

[MP] Target Practice v.12

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