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

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(Images)
Line 8: Line 8:
  
 
==Images==
 
==Images==
Download the following images and store these in your images folder.
+
Download the following zip file [http://www.custommapmakers.org/storage/download/cameratextures.zip 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
 +
}
 +
}

Revision as of 15:50, 21 August 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
	}
}