Difference between revisions of "Mapping:Adding a camera to your map"
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==Create a TV screen== | ==Create a TV screen== | ||
+ | {| width="100%" style="padding-left:5%;" | ||
+ | |style="padding-right:5%;vertical-align:top"| | ||
+ | Create a simple (detail) brush in your map where you'd like your TV to be. | ||
+ | |||
+ | Texture the top and sides, perhaps the bottom if anyone is likely to look there. | ||
+ | |||
+ | |||
+ | Select the front face, the actual screen of your TV | ||
+ | |||
+ | |||
+ | Apply the "tvscreen" shader to this face and fit it to size. | ||
+ | |||
+ | | | ||
+ | |||
+ | |||
+ | [[File:Tut camera create tv.png|500px]] | ||
+ | |||
+ | |||
+ | [[File:Tut camera texture tv.png|500px]] | ||
+ | |||
+ | |||
+ | [[File:Tut camera select face.png|500px]] | ||
+ | |||
+ | |||
+ | [[File:Tut camera front.png|500px]] | ||
+ | |} | ||
+ | |||
+ | ==Create the entities== | ||
+ | {| width="100%" style="padding-left:5%;" | ||
+ | |style="padding-right:5%;vertical-align:top"| | ||
+ | |||
+ | First of all create an entity of misc_portal_surface and place it within 64 units of your "tv scren" surface. | ||
+ | |||
+ | Open the entity inspector with the misc_portal_surface selected (Press N) and enter | ||
+ | |||
+ | key : target | ||
+ | value : screen1 | ||
+ | |||
+ | |||
+ | |||
+ | Then create a misc_portal_camera and place it in the other room. | ||
+ | |||
+ | Again, with this selected press N to open the entity inspector and enter | ||
− | + | key : targetname | |
+ | value : screen1 | ||
+ | |||
+ | key : target | ||
+ | value : camera1 | ||
+ | |||
+ | I am also going to us a target_position to tell the camera where to point. It is also possible to just give the misc_portal_camera an angle, but I find it easier to point it at a target. | ||
− | + | Create a target_position where you'd like the camera to point, the values for this entity should be | |
− | + | key : targetname | |
+ | value : camera1 | ||
− | |||
− | + | This should connect all the entities together and your map should look like this.. | |
+ | | | ||
+ | [[File:Tut camera item1.png|500px]] | ||
+ | [[File:Tut camera item2.png|500px]] | ||
+ | [[File:Tut camera connected.png|500px]] | ||
+ | |} | ||
− | [[ | + | [[Category:Mapping]] |
Latest revision as of 15:23, 13 September 2011
A portal consists of 3 to 4 objects.
First you have an object is a brush you want to be the "viewer".
Then you have 2 entities, the misc_portal_surface and the misc_portal_camera.
This tutorial also uses an entity of target_position which is used to aim your camera, although you can give your misc_portal_camera an angle to aim instead.
Images
Download the following zip file Images it contains 2 images. Extract them tore these in your images folder.
Shader
Add the following shader to your shader file, you should change the paths to match your map.
textures/myfirstmap/tvscreen { qer_editorimage textures/myfirstmap/monitor.tga q3map_lightimage textures/myfirstmap/monitor_colour.tga q3map_surfacelight 1200 portal { map textures/myfirstmap/monitor_colour.tga blendFunc filter depthWrite } { map textures/myfirstmap/monitor_colour.tga blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphagen portal 256 rgbGen identityLighting } { map textures/myfirstmap/monitor.tga blendfunc blend } { map $lightmap blendfunc filter } }
Create a TV screen
Create a simple (detail) brush in your map where you'd like your TV to be. Texture the top and sides, perhaps the bottom if anyone is likely to look there.
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Create the entities
First of all create an entity of misc_portal_surface and place it within 64 units of your "tv scren" surface. Open the entity inspector with the misc_portal_surface selected (Press N) and enter key : target value : screen1
Then create a misc_portal_camera and place it in the other room. Again, with this selected press N to open the entity inspector and enter key : targetname value : screen1 key : target value : camera1 I am also going to us a target_position to tell the camera where to point. It is also possible to just give the misc_portal_camera an angle, but I find it easier to point it at a target. Create a target_position where you'd like the camera to point, the values for this entity should be key : targetname value : camera1
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