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Using the "screen" from the elevator instances?

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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Only one camera can be active at any one time.

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

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.

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.

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...

Portal 2 Marriage Proposal project: Linking Annex
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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.

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.

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