Difference between revisions of "Mapping:Adding a camera to your map"
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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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