Using the "screen" from the elevator instances?
Quote from MissStabby on July 11, 2011, 9:28 amI'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?
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?
Spotlighted and over 9000 downloads!!! SP_Angrybombs
Here's my youtube & deviantart
Quote from Marlovious on July 11, 2011, 10:05 amOnly one camera can be active at any one time.
Only one camera can be active at any one time.
Quote from Another Bad Pun on July 11, 2011, 10:13 amYou could be sneaky and have the camera point at three different world portals; each world portal would show the shot you want.
You could be sneaky and have the camera point at three different world portals; each world portal would show the shot you want.
Quote from Marlovious on July 11, 2011, 5:40 pmAnother 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.
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.
Quote from Another Bad Pun on July 11, 2011, 9:54 pmMarlovious 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.
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.
Quote from MissStabby on July 13, 2011, 6:16 pmhaha 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...
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...
Spotlighted and over 9000 downloads!!! SP_Angrybombs
Here's my youtube & deviantart
Quote from Soundlogic on July 13, 2011, 9:42 pmI 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.
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.
Quote from WinstonSmith on July 13, 2011, 9:49 pmIf 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.
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.

