cameras ?

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Hashmark13
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cameras ?

Post by Hashmark13 »

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
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Post by jv_map »

Do a search for 'skyportal' ;). Regular portal cameras don't work in mohaa :(
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Hashmark13
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Post by Hashmark13 »

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
Help... ?
" 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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Yeah

Post by tltrude »

Yeah, jv-map, where's that test map? Exams over yet? He he. Everytime I put skyportal texture in a map, it screws up the LOD terrain--makes it tessilate like crazy. It would be nice to project thing in a map, though.
Last edited by tltrude on Wed May 28, 2003 3:02 am, edited 1 time in total.
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Post by jv_map »

Ok I'll make a test map right away :) (I finished my exams 8) )
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Post by jv_map »

Argh this skyorigin entity is driving me crazy :evil:

For some reason it rotates the view 90 degrees :?. But if you use the r_skyportal_origin variable and set r_skyportal 1 it works just fine :?

:x
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Post by Hashmark13 »

so eh.. wheres that example map your promised :wink: hehe
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Post by jv_map »

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
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Post by Hashmark13 »

awesome!! :D is it possible to make it so you have a big screen that displays something from another room??
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Post by jv_map »

Yeah but it will look like a sky, so a bit weird :?
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Post by panTera »

great, I'm all dizzy now :P

:wink:
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tltrude
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Cool!

Post by tltrude »

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.
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Post by Hashmark13 »

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... :D) thats with all settings to maximum but for those lower end computers... i need projected trees! :D are they none solid??? i can clip em :D
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trees

Post by tltrude »

Just put trees around the inside of scenery area and get rid of the movement stuff. His map is in the pk3.
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Post by jv_map »

You will however not be able to walk towards these trees. Since the skyorigin doesn't change, the distance between you and a tree is constant. Therefore you should only use a portal sky for distance architecture / scenery I think.
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