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Old 01-06-2006, 12:31 PM   #1
o_sidd42
 
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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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Old 01-06-2006, 01:35 PM   #2
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They had camera in the old UT-Fortress. It didn't work very well though :/
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Old 01-07-2006, 09:22 AM   #3
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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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Old 01-08-2006, 01:04 PM   #4
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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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Old 04-03-2006, 06:00 PM   #5
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Quote:
Originally Posted by Mulchman's dev Journal
- added in cameras & multiple render targets [btw, point_camera.cpp needs two minor fixes to actually make it work (pm me if you're trying to get cameras to work for your mod and aren’t having success) and added the ability to have multiple render targets (this was a hl2world tutorial though so I can’t take credit for that)]
Could someone clarify this please?
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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Old 04-03-2006, 06:07 PM   #6
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Quote:
Originally Posted by Sidd42
Could someone clarify this please?
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?
i suppose if the dev team enables this, yes, but i don't think you have to do this as mapper, maybe 2 active cams at a time, but no more if you make more you could have problems with lag
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Old 04-03-2006, 06:13 PM   #7
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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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Old 04-03-2006, 08:04 PM   #8
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Yeah, Mulch added the ability to have multiple render targets from that HL2World tutorial shit.
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Old 04-03-2006, 09:10 PM   #9
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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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Old 04-03-2006, 09:18 PM   #10
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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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Old 04-04-2006, 03:44 AM   #11
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Quote:
Originally Posted by trepid_jesse
just because he was too busy jerkin' off a baby.
ahahah so wrong
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Old 04-04-2006, 03:51 AM   #12
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lol d:
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Old 04-04-2006, 11:55 AM   #13
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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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Old 04-04-2006, 01:07 PM   #14
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Quote:
Originally Posted by trepid_jesse
Yeah, Mulch added the ability to have multiple render targets from that HL2World tutorial shit.
Yeah... and there's also a problem with point_camera.cpp if you do the "create a mod" shit. I had to change a line in the constructor and add a line in either the SetOn or SetOff shit - I can't remember. Otherwise, nothing was showing up on the func_monitor - just a black screen.

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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Old 04-04-2006, 01:19 PM   #15
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Quote:
Originally Posted by Mulchman MM
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.

What's the use in that?
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Old 04-04-2006, 01:30 PM   #16
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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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Old 04-04-2006, 01:40 PM   #17
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I'm not sarcastic! I dont know the first thing about coding in games!
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Old 04-04-2006, 01:44 PM   #18
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View the back of your head?
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Old 04-04-2006, 03:16 PM   #19
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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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Old 04-04-2006, 03:28 PM   #20
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I wonder if Valve did that b/c they were too lazy to model Gordon
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