Difference between revisions of "Mapping:Adding a camera to your map"
(→Create a TV screen) |
(→Create a TV screen) |
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[[File:Tut camera texture tv.png|800px]] | [[File:Tut camera texture tv.png|800px]] | ||
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+ | Select the front face, the actual screen of your TV | ||
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+ | [[File:Tut camera select face.png|800px]] | ||
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+ | Apply the monitor.tga to this face and fit it to size. | ||
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+ | [[File:Tut camera front.png|800px]] | ||
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+ | ==Create the entities== | ||
==Connect the entities together== | ==Connect the entities together== | ||
[[File:Tut camera connected.png|800px]] | [[File:Tut camera connected.png|800px]] |
Revision as of 16:03, 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.
Contents
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.
Select the front face, the actual screen of your TV
Apply the monitor.tga to this face and fit it to size.