Simple Camera View
Quote from Logic on March 20, 2013, 1:52 pmI'm trying to create a fixed camera view so that when a player presses a button the view changes to the cameras perspective and then resets 5 seconds later. No effects, no nothing. Think Counter-Strike 1.6 and cs_assault.
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...
I'm trying to create a fixed camera view so that when a player presses a button the view changes to the cameras perspective and then resets 5 seconds later. No effects, no nothing. Think Counter-Strike 1.6 and cs_assault.
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...

Quote from josepezdj on March 20, 2013, 2:41 pmHey man, welcome back(?)
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:
1. Camera1 > SetOff
2. [func_monitor] > SetCamera > camera2
3. Camera2 > SetOnAnd then for reseting the system:
1. Camera2 > SetOff
2. [func_monitor] > SetCamera > camera1
3. Camera1 > SetOnI gues you get the picture, right?
Hey man, welcome back(?)
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:
1. Camera1 > SetOff
2. [func_monitor] > SetCamera > camera2
3. 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?
Quote from TopHATTwaffle on March 20, 2013, 2:51 pmI 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 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.
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Quote from Logic on March 20, 2013, 3:05 pmjosepezdj 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

Thanks, yeah it's been a while Your solution wasn't really what I was looking for, but thanks either way
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
Quote from Naulziator on March 20, 2013, 6:49 pmAh, 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.
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.
Fully recovered and kicking ham!
Now if only the snow and mud goes away (pigs truly hate wet mud!).
Quote from Logic on March 20, 2013, 7:00 pmNaulziator 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
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
Quote from Naulziator on March 20, 2013, 7:19 pmOh, time lapse does sound nifty. It does give me an idea of using this technique for that Tomb Raider POV stuff, though...
Oh, time lapse does sound nifty. It does give me an idea of using this technique for that Tomb Raider POV stuff, though...
Fully recovered and kicking ham!
Now if only the snow and mud goes away (pigs truly hate wet mud!).
Quote from Brainstone on March 23, 2013, 9:06 pmYou are looking for a point_viewcontrol. Check the flag "start at player's view" only if you want the camera to be at the player's position. It can also be elsewhere. Also, I'd check "freeze player".
You are looking for a point_viewcontrol. Check the flag "start at player's view" only if you want the camera to be at the player's position. It can also be elsewhere. Also, I'd check "freeze player".
Quote from FelixGriffin on March 24, 2013, 7:52 pmLogic 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.
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.
Quote from Logic on March 25, 2013, 7:38 amFelixGriffin wrote:That's brilliant, you need to show us the video when you're done.Will do!
Will do!