Using the "screen" from the elevator instances?

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MissStabby
160 Posts
Posted Jul 11, 2011
I'm trying to create a nice exit scene where i modified the default exit elevator.
Is there a way to control the screen object in a way so i can put 3 or 4 camera views next to each other?
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Marlovious
111 Posts
Posted Jul 11, 2011
Replied 37 minutes later
Only one camera can be active at any one time.
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Another Bad Pun
516 Posts
Posted Jul 11, 2011
Replied 7 minutes later
You could be sneaky and have the camera point at three different world portals; each world portal would show the shot you want.
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Marlovious
111 Posts
Posted Jul 11, 2011
Replied 7 hours later

Another Bad Pun wrote:
You could be sneaky and have the camera point at three different world portals; each world portal would show the shot you want.

This is very glichy. Camera's can only see what is rendered for the player's view through a world portal, and only when the player is near it. Otherwise they just show a blank space.

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Another Bad Pun
516 Posts
Posted Jul 11, 2011
Replied 4 hours later

Marlovious wrote:
Another Bad Pun wrote:

You could be sneaky and have the camera point at three different world portals; each world portal would show the shot you want.

This is very glichy. Camera's can only see what is rendered for the player's view through a world portal, and only when the player is near it. Otherwise they just show a blank space.

Well that stinks.

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MissStabby
160 Posts
Posted Jul 13, 2011
Replied 1 day later
haha i believe my question was not stated correctly...

i was meaning, how do i "project" the image from a rt camera for 3 or 4 times (90 or 60 degrees before it starts repeating) onto the "exit elevator" screen array that you can copypaste out of the elevator instances...

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Soundlogic
169 Posts
Posted Jul 13, 2011
Replied 3 hours later
I think you just give each of the brushes the receiving texture (the one you use to get the image from the rt camera). While I think you can only have one rt camera, it controls a texture that can be used freely.
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WinstonSmith
940 Posts
Posted Jul 13, 2011
Replied 6 minutes later
If you're using a point_camera the monitor needs to have one or more sides textured with a "monitor" texture. It then needs to be tied to a func_monitor (or something like that). The elevator screens are actually point entities: vgui_screens. I'm not entirely sure how they work.