Author Topic: camera  (Read 4435 times)

Zero Ame

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camera
« on: March 09, 2008, 03:42:28 am »
how do i set up a camera that watches an area and then people could be in a room and see it on like a TV

Odin

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Re: camera
« Reply #1 on: March 09, 2008, 07:41:44 am »
Use the mirror concept.

Zero Ame

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Re: camera
« Reply #2 on: March 09, 2008, 07:54:46 am »
yea i tried the mirrior tut but it didnt work

Taiyo.uk

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Re: camera
« Reply #3 on: March 09, 2008, 07:56:00 am »
Try harder: http://bubba.planetquake.gamespy.com/camera1.html

Remember that only one portal can be in view at a time - see the control room in Pulse for what happens when you try more than one.

Zero Ame

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Re: camera
« Reply #4 on: March 09, 2008, 07:54:49 pm »
ok i did that and it still didnt work, i just get the screen to have the look when it cant find a texture for it. Im woundering if i shouldnt be using the portal brush from common, that what im using and it dont work

Zero Ame

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Re: camera
« Reply #5 on: March 09, 2008, 08:27:23 pm »
ok heres some screenshots.

the screen at the far end is suppose to be my camera screen.


and this is where i was testing it to look at.

Taiyo.uk

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Re: camera
« Reply #6 on: March 09, 2008, 09:11:09 pm »
The portal shader in common/ is broken.

I've made you this test map with a working shader: http://www.haosredro.com/trem/map-portaltest.pk3

Zero Ame

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Re: camera
« Reply #7 on: March 09, 2008, 09:18:44 pm »
thanks man, helps a lot

Zero Ame

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Re: camera
« Reply #8 on: March 09, 2008, 09:57:16 pm »
ok, not so sure how this happend.. not even sure how its possible but my camera still isnt working, but instead of showing the thing where it cant find the texture, its simply not there, but if i jump up into the screen it shows my skybox O.o... and also my skybox wont show normally, idk, im gonna try something really quick

TinMan

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Re: camera
« Reply #9 on: March 09, 2008, 10:02:14 pm »
OMG DOUBLE POST! You didn't loose your noob, he was with you all along! Call the # in your sig and tell them you found him!
Code: [Select]
Linux: ~/.tremulous/base/
Mac: ~/Library/Application\ Support/Tremulous/base/
Windows: C:\Documents and Settings\username\Local Settings\Application Data\Tremulous\base\
NeonPulse
http://neonpulse.net/media/games/tremulous/base/autoexec.cfg

Zero Ame

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Re: camera
« Reply #10 on: March 09, 2008, 10:15:08 pm »
... its my thread who cares if i doubled, i dont, and i didnt feel like editing a post.

anysways... got that fixed, except my skybox doesnt work still, but now my camera is on its side?

Taiyo.uk

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Re: camera
« Reply #11 on: March 09, 2008, 10:41:30 pm »
Change the roll key (values are in degrees) to rotate the camera. What's wrong with your skybox?

Zero Ame

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Re: camera
« Reply #12 on: March 09, 2008, 11:01:58 pm »
idk, ill post the shader for it in a sec

and yea, roll 0 is on its die, so is 180 so im trying 90 and if its upside down then ill do 270

EDIT:

Heres my skybox shader.
Code: [Select]
textures/arc_sky/arc_skybox
{
      qer_editorimage textures/arc_sky/asteroid
      surfaceparm noimpact
      surfaceparm nolightmap
      //q3map_sun  .6 .45 .40 32 262 4
      q3map_surfacelight 25
      skyparms env/arc-beta1/arc - -
}
« Last Edit: March 09, 2008, 11:21:55 pm by Zero Ame »

Taiyo.uk

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Re: camera
« Reply #13 on: March 10, 2008, 12:00:05 am »
skyparms textures/env/arc-beta1/arc - -

Zero Ame

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Re: camera
« Reply #14 on: March 10, 2008, 12:06:09 am »
Yea I got it fixed, thanks for all the help Taiyo