cameras ?
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Hashmark13
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cameras ?
i was reading a thread a while ago... i cant find it now.. but it was talking about making images show up on a surface that a camera sends to it...
it was all jibberish to me.. kind of like in spearhead the first mission... the clouds outside of the airplane door is just an image of clouds scrolling by on a brush
but i dont understand
" If the automobile had followed the same development cycle as the computer, a Rolls-Royce would today cost $100, get a million miles per gallon, and explode once a year, killing everyone inside."
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Hashmark13
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Help... ?Use a skyportal
Just make a separate area anywhere in your map (completely sealed off from the train) with all the scenery. Put a script_skyorigin somewhere inside the scenery and give it a targetname (for instance 'skyorigin').
Your train should be in another completely sealed off area. Use the the common/skyportal texture for all outside areas.
Now you can adapt the scenery from the script, just send any moveto commands to the $skyorigin entity
" If the automobile had followed the same development cycle as the computer, a Rolls-Royce would today cost $100, get a million miles per gallon, and explode once a year, killing everyone inside."
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Hashmark13
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I got it to work with a major work-around via the script.
Not as nice, but it works. The scenery area requires a script_skyorigin and a light, otherwise it won't work.
Here's a test map:
http://home.student.utwente.nl/a.b.vrij ... portal.pk3
Not as nice, but it works. The scenery area requires a script_skyorigin and a light, otherwise it won't work.
Here's a test map:
http://home.student.utwente.nl/a.b.vrij ... portal.pk3
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Hashmark13
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awesome!!
is it possible to make it so you have a big screen that displays something from another room??
" If the automobile had followed the same development cycle as the computer, a Rolls-Royce would today cost $100, get a million miles per gallon, and explode once a year, killing everyone inside."
Cool!
That is sure different. I played with it for a few hours and can't see much use for a portal sky. It only works with void behind it, and it doesn't like sharing with other sky textures. I put a townbell model in the scenery area and it deformed as the skyorigin moved around the space. It would probably do the same to LOD terrain. I couldnt get the view to rotate, although the vewpoint can be moved around as you had it doing.
It might be usefull to project animated trees around the skybox sides because projected trees have no effect on FPS--at all.
It might be usefull to project animated trees around the skybox sides because projected trees have no effect on FPS--at all.
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Hashmark13
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- Joined: Mon Nov 25, 2002 12:20 am
- Location: USA
ooh? projected trees?? how do i get this.. this would help my latest map (which im having lod terrain probs with) with fps... The fps currently stays at... 40-80 sometimes down to 20's
and i only have a Geforce 4 MX 440...
(not the best geforce... kinda strange.. its a knock off of the real geforce.. and half assed.. its pretty much a geforce 2.. but umm yeah) The max fps ive ever managed with it is about 105 (60 is average in just about any map.. even snowy park...
) thats with all settings to maximum but for those lower end computers... i need projected trees!
are they none solid??? i can clip em 
(not the best geforce... kinda strange.. its a knock off of the real geforce.. and half assed.. its pretty much a geforce 2.. but umm yeah) The max fps ive ever managed with it is about 105 (60 is average in just about any map.. even snowy park...
" If the automobile had followed the same development cycle as the computer, a Rolls-Royce would today cost $100, get a million miles per gallon, and explode once a year, killing everyone inside."
trees
Just put trees around the inside of scenery area and get rid of the movement stuff. His map is in the pk3.

