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Posted: Fri Nov 11, 2005 8:07 pm
by wacko
This is drivin me nuts
The camera position and/or direction depends on whether the player is in the same skybox...
As long as he is, well, the camera is looking from local.camera.origin to that $cam_target.
But once I put him into another one, mmm, well I'm not sure where the heck the camera's looking at or from where... It seems to then depend on it's relative position to the player, but I'm not sure bout this.
Can anbody help, please?
Posted: Sat Nov 12, 2005 10:24 am
by Rookie One.pl
Do lookat before fov then.
Lol, from one skybox to another? Are you trying to make some kind of a Chronicles of Narnia map?
We definitely need some more info.
Posted: Sat Nov 12, 2005 11:02 am
by wacko
Rookie One.pl wrote:Do lookat before fov then.

Doesn't help, the camera simply ignores that command. U could d/l the pk3 in my 1st post here and try urself...
What's Chronicles of Narnia?

Never heard of... Anyway, I had the idea of putting different areas of the map into different skyboxes to improve the fps. These areas are connected via teleporters, so no problem there. In the main area, there shall be a control room where u can take a look on screen(s) of what's happening in the other area(s) in birdview.
Will do some more tests...

Posted: Sat Nov 12, 2005 11:32 am
by Rookie One.pl
Oh, didn't know there's a PK3 in the thread. I'll download it and see what I can do.
Posted: Sat Nov 12, 2005 10:07 pm
by Green Beret
I did it a different way, I set it up so only the allies could use it to witness a bombing they jus ordered.
Heres
Wacko's script
Code: Select all
main:
end
activate_cam:
$cam_switch nottriggerable //there's a trigger_use with targetname/cam_switch in the map to enter surveiance mode
local.camname = "cam"
local.camera = spawn Camera targetname local.camname
local.camera.origin = ( 256 256 256 )
local.campos=$cam.origin
local.camera_trigger = spawn triggercamerause "targetname" "cam_trigger" target local.camname
local.camera_trigger.origin = ( 0 0 0 )
local.camera_trigger setsize ( -30 -30 -30 ) ( 30 30 30 )
local.camera_trigger nottriggerable
local.player = parm.other
local.camera_trigger doUse local.player
local.player physics_off
$cam lookat $cam_target //there's a script_origin with targetname/cam_target where the camera shall look at
huddraw_shader 200 "textures/cam/camera_overlay"
huddraw_align 200 left top
huddraw_rect 200 0 0 640 480
huddraw_virtualsize 200 1
huddraw_color 200 1 1 1
huddraw_alpha 200 1
wait .5
while (local.player.useheld != 1)
{waitframe}
local.player physics_on
huddraw_align 200 left top
huddraw_rect 0 0 0 0 0
huddraw_virtualsize 0 0
huddraw_color 200 0 0 0
huddraw_alpha 200 0
$cam delete
$cam_trigger remove
$cam_switch triggerable
end
Posted: Sat Nov 12, 2005 11:24 pm
by wacko
Green Beret wrote:...Heres Wacko's script...
Ummm, errr, yes, that's my script. Soo?
It 's somewhat different to what I posted earlier but imho it doesnt make much difference.
Dunno why I set local.campos though

Doesnt make sense...
But the problems stay the same: A camera's FOV can't be set and once the cam is in a different skybox, umm, it behaves differently. It still is looking at the $cam_target but from somewhere else than the set local.camera.origin
Posted: Sun Nov 13, 2005 3:00 am
by Green Beret
lol, Jus posted it for everyone to look at.
I been messing around wit it, Nothing yet tho
Why would a skybox screw wit the view, That is frustrating

Posted: Sun Nov 13, 2005 9:39 am
by bdbodger
I am just wondering if it is because vis is stopping the camera from drawing . It is like that sound mod where the sound entity was put inside a vis leafgroup and when you where outside of it you did not hear the sound . Maybe if you tried the alwaysdraw command it may work .
*edit I just took the map and put a wall down the middle to make two sky boxes it seem to work the same as before
Posted: Sun Nov 13, 2005 10:13 am
by wacko
Umm, it's somehow different...
I made another
test map u can download here. It got the second skybox. It's just copy/paste of the 1st (and adjusting the trigger's targetname and setthread and the targetname of this 2nd script_origin). In the first skybox, I made another monitor where u could take a look into skybox #2. Then, I duplicated the script of cam_1 and adjusted the code like below.
Now where I ought to see the same as in #1, the 2nd camera's view is completely different...
Code: Select all
activate_cam_1:
$cam_switch_1 nottriggerable
local.camname = "cam_1"
local.camera = spawn Camera targetname local.camname
local.camera.origin = ( 256 256 256 )
local.camera_trigger = spawn triggercamerause "targetname" "cam_trigger_1" target local.camname
local.camera_trigger.origin = ( 0 0 0 )
local.camera_trigger setsize ( -30 -30 -30 ) ( 30 30 30 )
local.camera_trigger nottriggerable
local.player = parm.other
local.camera_trigger doUse local.player
local.player physics_off
$cam_1 lookat $cam_target_1
wait .5
while (local.player.useheld != 1)
{waitframe}
local.player physics_on
$cam_1 delete
$cam_trigger_1 remove
$cam_switch_1 triggerable
end
activate_cam_2:
$cam_switch_2 nottriggerable
local.camname = "cam_2"
local.camera = spawn Camera targetname local.camname
local.camera.origin = ( 1792 -1280 -1024 )
local.camera_trigger = spawn triggercamerause "targetname" "cam_trigger_2" target local.camname
local.camera_trigger.origin = ( 0 0 0 )
local.camera_trigger setsize ( -30 -30 -30 ) ( 30 30 30 )
local.camera_trigger nottriggerable
local.player = parm.other
local.camera_trigger doUse local.player
local.player physics_off
$cam_2 lookat $cam_target_2
wait .5
while (local.player.useheld != 1)
{waitframe}
local.player physics_on
$cam_2 delete
$cam_trigger_2 remove
$cam_switch_2 triggerable
end
Posted: Sun Nov 13, 2005 2:17 pm
by bdbodger
Well I got it to work but I had to make a func_camera in radiant and I used this script
activate_cam_2:
$cam_switch_2 nottriggerable
local.camname = "cam_2"
local.camera = $(local.camname) //spawn func_Camera targetname local.camname
//local.camera.origin = $cam_2.origin //( 1792 -1280 -1024 )
local.camera_trigger = spawn triggercamerause "targetname" "cam_trigger_2" target local.camera //local.camname
local.camera_trigger.origin = ( 0 0 0 )
local.camera_trigger setsize ( -30 -30 -30 ) ( 30 30 30 )
local.camera_trigger nottriggerable
local.player = parm.other
local.camera_trigger doUse local.player
local.player physics_off
local.camera lookat $cam_target_2
wait .5
while (local.player.useheld != 1)
{waitframe}
local.player physics_on
cueplayer
local.camera_trigger delete
$cam_switch_2 triggerable
end
I guess it is like the func_beam not all things work unless you make it in radiant . I tried to use cut but that did not seem to want to work so I used cueplayer but that probably will stop all cameras if two players are useing cameras at the same time .
Posted: Sun Nov 13, 2005 5:04 pm
by wacko
Hey thanks, this is coool

And it's way better to place the cam in radiant anyway because I wont have to look up the correct coordinates
In my special case, there'll be only one player anyway looking at the screens, so the cueplayer would be no problem.
On the other hand, I tried the script below and afaics its working, too

the
test map is updated, btw

Code: Select all
activate_cam_1:
$cam_switch_1 nottriggerable
local.camname = "cam_1"
local.camera = $(local.camname)
if (level.cam1_removed)
{local.camera = spawn Camera targetname local.camname origin level.cam1_origin}
else
{level.cam1_origin=$cam_1.origin}
local.camera_trigger = spawn triggercamerause "targetname" "cam_trigger_1" target local.camera
local.camera_trigger.origin = ( 0 0 0 )
local.camera_trigger setsize ( -30 -30 -30 ) ( 30 30 30 )
local.camera_trigger nottriggerable
local.player = parm.other
local.camera_trigger doUse local.player
local.player physics_off
local.player stufftext "ui_hud 0"
local.camera lookat $cam_target_1
wait .5
while (local.player.useheld != 1)
{waitframe}
local.player stufftext "ui_hud 1"
local.player physics_on
$cam_1 delete
level.cam1_removed=1
local.camera_trigger delete
$cam_switch_1 triggerable
end
Posted: Mon Nov 14, 2005 9:54 am
by bdbodger
You know too you can move and rotate the camera too .
Posted: Mon Nov 14, 2005 10:43 am
by wacko
bdbodger wrote:You know too you can move and rotate the camera too .
Yeah, probably. No idea how, lol. But for what I do right now, I don't need it.
Once my pc is back again (hdd crash

), I'll put some (static, moving, following) cameras into the recycling bin and I'll be happy to get ur assistance in this task then...
Thanks a lot so far

Posted: Mon Nov 14, 2005 11:50 am
by bdbodger
ok actually rotateing isn't easy the camers works a bit strange . I have used orbit ok and lookat but watch seems buggy . I know you can get them to follow spline paths but that does not help with this .
Posted: Mon Nov 14, 2005 11:53 am
by wacko
bdbodger wrote:ok actually rotateing isn't easy the camers works a bit strange . I have used orbit ok and lookat but watch seems buggy . I know you can get them to follow spline paths but that does not help with this .
Maybe it is easier to move the target then? The cam ought to follow. Ummm, maybe
