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cameras ?

Posted: Sun May 25, 2003 11:03 pm
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

Posted: Mon May 26, 2003 8:55 am
by jv_map
Do a search for 'skyportal' ;). Regular portal cameras don't work in mohaa :(

Posted: Mon May 26, 2003 6:54 pm
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... ?

Yeah

Posted: Tue May 27, 2003 12:01 am
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.

Posted: Tue May 27, 2003 7:24 am
by jv_map
Ok I'll make a test map right away :) (I finished my exams 8) )

Posted: Tue May 27, 2003 10:06 am
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

Posted: Wed May 28, 2003 1:21 am
by Hashmark13
so eh.. wheres that example map your promised :wink: hehe

Posted: Wed May 28, 2003 7:45 am
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

Posted: Wed May 28, 2003 5:35 pm
by Hashmark13
awesome!! :D is it possible to make it so you have a big screen that displays something from another room??

Posted: Wed May 28, 2003 5:35 pm
by jv_map
Yeah but it will look like a sky, so a bit weird :?

Posted: Wed May 28, 2003 11:07 pm
by panTera
great, I'm all dizzy now :P

:wink:

Cool!

Posted: Thu May 29, 2003 5:49 am
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.

Posted: Thu May 29, 2003 6:07 am
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

trees

Posted: Thu May 29, 2003 6:10 am
by tltrude
Just put trees around the inside of scenery area and get rid of the movement stuff. His map is in the pk3.

Posted: Thu May 29, 2003 6:13 am
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.