Televisions, dev_tvmonitor1a
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Re: Televisions, dev_tvmonitor1a
Posted by Simulant:1 on Wed Dec 8th at 3:23pm 2004


I created a map with two brushes for television screens, two cameras, and one of the televisions works correctly.

The other television does not work correctly.  It has the image of the first television scrolled slightly.  After a while, I realized the camera was reading what it saw into one texture (dev/dev_tvmonitor1a), which was applied to both screens.  The second screen, being slightly to the left and having its texture alignment set to 'World', was repeating the texture as it should.  So, in order to have two screens displaying two different images, you need two different textures.

I tried creating a new texture and applying it to the face of the second screen.  However, it didn't display what the camera saw, it only displayed the texture.

I assume there are special parameters applied to the .tga and the .vmt that tell Source, 'I'm a camera screen', but I can't unpack the game textures to see what they are.  If someone does know--what they are, or how to unpack the game textures to look--let me in on the secret.





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Re: Televisions, dev_tvmonitor1a
Posted by Rof on Wed Dec 8th at 4:38pm 2004


If you open the "source materials.gcf" file with GCF Scape, you will find the textures and their related .vmt files. You can open the .vmt files in any text editor. Camera textures have "_rt_Camera" set as the $baseTexture.

See this article for a list of the textures set up this way, and their effects on the camera display. However, I haven't managed to get multiple simultaneous camera feeds even when using two cameras, two screens, and two different textures.




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Re: Televisions, dev_tvmonitor1a
Posted by Simulant:1 on Wed Dec 8th at 6:39pm 2004


I will try my hand at making multiple screens, but if it doesn't work, I will scrap my idea all together.

In any case, it was a valuable learning experience. Thank you for your help.





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Re: Televisions, dev_tvmonitor1a
Posted by Simulant:1 on Wed Dec 8th at 7:07pm 2004


No dice, but I understand how it works, now.




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