Destroyable camera...

Destroyable camera...

Re: Destroyable camera... Posted by Paladin[NL] on Wed Jan 26th 2005 at 7:54pm
Paladin[NL]
157 posts
Posted 2005-01-26 7:54pm
157 posts 56 snarkmarks Registered: May 4th 2004 Occupation: Student/mapper Location: Netherlands
I want to make a camera (making a camera I can do) but I want it to be destroyable and then the screen which projects the camera's view should turn blurry/should project snow/ or something else...

A) is this do-able

B) how, invisble func_breakable or such?

Plz help
Re: Destroyable camera... Posted by Degenatron on Wed Jan 26th 2005 at 8:39pm
Degenatron
64 posts
Posted 2005-01-26 8:39pm
64 posts 1336 snarkmarks Registered: Dec 7th 2004 Occupation: IT Professional Location: USA
Definately sounds do-able.

I'd say, put an invisible trigger around the camera. Make it shootable. When shot, make it tigger a little explosion around the camera, and swap the model of the camera with a broken one. That will achieve the effect on the camera-end.

At the monitor-end, have the shootable trigger switch the camera (like you can do manually in-game) to a different camera location which is looking at an animated static background.

That's the general gist of it. I'm sure someone can give the exact details of how to set your triggers and make that static effect.
Re: Destroyable camera... Posted by DrGlass on Wed Jan 26th 2005 at 8:45pm
DrGlass
1825 posts
Posted 2005-01-26 8:45pm
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
There are two ways I would think. Make a second camera in a room
outside of the map and point it at a brush with some kind of static
texture on it. Then once the real camera is broken switch to the
static cam. It may be hard to find a good static texture so you
may want to stick with some kind of solid color or picture.

The other way would be to make a func_wall_toggle and have a static
texture in the screen that your TV plays on. Once problem is that
you would have to do this to all TV sets.

As for breaking the camera, I'd just make a func_breakable and tie its
output onbreak to turn off the 'rea' camera and turn on the static
camera. You could even make this a toggle, like if you shut off
the power to the cameras.
Re: Destroyable camera... Posted by Rof on Wed Jan 26th 2005 at 10:08pm
Rof
210 posts
Posted 2005-01-26 10:08pm
Rof
member
210 posts 41 snarkmarks Registered: Dec 3rd 2004
Some of the camera effects in the single player game, BTW, are done by
making the camera look through a partially-transparent animated
texture. You know, for adding noise or fuzz or occasional picture
glitches.

Some of the other effects (including one that looks quite a bit like
random static) are done using different material-proxies in the camera
render target texture's .vmt file. I've not messed much with them, but
they might be a good way to get static without having to animate the
texture yourself.
Re: Destroyable camera... Posted by Ragnarocker on Thu Jan 27th 2005 at 3:40am
Ragnarocker
42 posts
Posted 2005-01-27 3:40am
42 posts 4 snarkmarks Registered: Jan 24th 2005 Occupation: student Location: USA
I have a very easy idea depending on where the camera is. Why not just
make an indestructable glass window infront of it? That way when
it gets damaged it'll look just like the lense got smashed up.
Ofcourse this is all depends on where it is since some places it
wouldn't look right.
Re: Destroyable camera... Posted by DrGlass on Thu Jan 27th 2005 at 5:30am
DrGlass
1825 posts
Posted 2005-01-27 5:30am
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
I have a very easy idea depending on where the camera is. Why not just
make an indestructable glass window infront of it? That way when
it gets damaged it'll look just like the lense got smashed up.
Ofcourse this is all depends on where it is since some places it
wouldn't look right.
Do bullet holes show on both sides of glass?