01-06-2006, 12:31 PM | #1 |
Join Date: Jan 2006
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Multiple Cameras
Hi all,
I was wondering if ff is going to support multiple targets for cameras? Hl2 only lets you have one active camera at any time, but this could be fixed in ff by the dev team. http://www.hl2world.com/wiki/index.p...ts_for_Cameras shows how it can be done. I think having cameras in ctf maps could lead to some interesting tactical situations. Being limited to 1 camera doesn't fit nicely with the whole rotational symmetry thing. |
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01-06-2006, 01:35 PM | #2 |
Join Date: Aug 2005
Location: Portsmouth, England
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They had camera in the old UT-Fortress. It didn't work very well though :/
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01-07-2006, 09:22 AM | #3 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Much to everyone's dismay, I think the devs have already said they're not going to do this. Maybe this was before anyone knew it was possible. I still dearly hope it'll be done.
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01-08-2006, 01:04 PM | #4 |
Join Date: Feb 2005
Location: Belgium
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hl2 supports multiple cameras ....
it doesnt support multiple monitors assigned to different cams :d you can use a cycle like in hl2 (the combine cameras..) |
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04-03-2006, 06:00 PM | #5 | |
Join Date: Jan 2006
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Quote:
Does this mean that mappers will be able to have multiple active cameras in a map, connected to multiple monitors, displaying lots of different pictures and all that? Last edited by o_sidd42; 04-03-2006 at 06:06 PM. |
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04-03-2006, 06:07 PM | #6 | |
Join Date: Feb 2005
Location: Belgium
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Quote:
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04-03-2006, 06:13 PM | #7 |
Join Date: May 2005
Location: Oxford, UK
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What Sid is getting at is if the dev team do make it possible to have more than one active camera at a time, then we will be able to greatly simplify the security camera system on ff_aardvark so that each teams camera is activated/deactivated at the same time as their generator/lasers. This is what we originally wanted, but had to think of the current system as a workaround due to only being able to have one active camera.
Either possibility will work fine on ff_aardvark, but multiple cameras would certainly make things simpler |
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04-03-2006, 09:10 PM | #9 |
Join Date: Oct 2005
Location: Your Mamas House
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Omg i wish i had known about the limit before i spent A WHOLE FUCKING WEEK trying to put multiple cameras in my subway station.....
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04-03-2006, 09:18 PM | #10 |
Fortress Forever Staff
Join Date: Jan 2005
Location: Texas
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Yeah, Valve is gay for not doin' it in the first place. Mulch mentioned there was some comment sayin', "Maybe we should allow for multiple render targets?" or some shit like that.
The point is, haha.. the guy was coding it, and the implementation is easy enough, but he didn't... just because he was too busy jerkin' off a baby. |
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04-04-2006, 03:44 AM | #11 | |
Join Date: Dec 2004
Location: Melbourne
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Quote:
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04-04-2006, 03:51 AM | #12 |
Join Date: Jan 2005
Location: Australia
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lol d:
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04-04-2006, 11:55 AM | #13 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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3 cheers for mulch and whoever came up with that tutorial.
Now I've got things to do. |
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04-04-2006, 01:07 PM | #14 | |
Retired FF Staff
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Quote:
Oh, and you might have to change view.cpp to make sure USE_MONITORS is defined. And... while I'm still talking about it if your custom defined render target texture doens't exist "if( IsErrorTexture( pRenderTarget ) )" we made it so _rt_Camera will be used by default. It would also be nice if valve added the ability in the engine code for the player you're playing as to be drawn in cameras. Like, you can't see yourself in cameras but you can see everybody else (and they can see you but not themselves) etc.
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Head of the Orca Revolution (TM) Last edited by Mulchman MM; 04-04-2006 at 01:13 PM. |
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04-04-2006, 01:19 PM | #15 | |
Join Date: Jan 2005
Location: Great Britain
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Quote:
What's the use in that? |
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04-04-2006, 01:30 PM | #16 |
Retired FF Staff
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It would let you make mirrors! And if you weren't sarcastic then I have another answer.
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04-04-2006, 01:40 PM | #17 |
Join Date: Jan 2005
Location: Great Britain
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I'm not sarcastic! I dont know the first thing about coding in games!
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04-04-2006, 01:44 PM | #18 |
Join Date: Jan 2005
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View the back of your head?
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04-04-2006, 03:16 PM | #19 |
Retired FF Staff
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Currently if a camera is pointing at your character and you're looking at the camera output on a func_monitor or info_camera_link (or whatever) you won't see your chracter on the camera output. You can throw grenades, shoot rockets and you'll see those, but you don't see your actual player model and there's no way for us to fix that.
You see every other model except yours, basically.
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04-04-2006, 03:28 PM | #20 |
Retired FF Staff
Join Date: Jan 2005
Location: CowTown
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I wonder if Valve did that b/c they were too lazy to model Gordon
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