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Teleporter camera

Having a problem with a shader or texture
RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Teleporter camera

Postby RedSnappa » Sat Nov 19, 2011 5:12 am

I have a teleporter with a nice wormhole texture that has an alphaGen portal function, and it is all working nicely. I have a misc_portal_surface entity on it that is properly connected to a misc_portal_camera, but this view of the portal destination isn't showing up on the surface. How do I put this together?
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

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Delirium
Posts: 366
Joined: Sat Aug 27, 2011 8:37 am
Location: Auckland, New Zealand

Re: Teleporter camera

Postby Delirium » Sat Nov 19, 2011 6:29 am

Image

RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Re: Teleporter camera

Postby RedSnappa » Sat Nov 19, 2011 2:10 pm

Looks like I am just missing the nodraw/portal_sfx brush. Could I make portal/sfx part of the shader for the wormhole texture that has an alphaGen portal function, or do I have to make another brush?

EDIT: This isn't working. I get the notexture display ingame, and putting sfx/portal_sfx on a brush face gives me Shader Not Found in Radiant.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Re: Teleporter camera

Postby RedSnappa » Sun Nov 20, 2011 7:46 pm

I wonder what will happen if I put common/portal into my shader? I'll try this and report back.

EDIT: This doesn't work either. Help...
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

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johnnyenglish
Space cake
Posts: 898
Joined: Wed Aug 17, 2011 9:23 am
Location: Nottingham, England

Re: Teleporter camera

Postby johnnyenglish » Mon Nov 21, 2011 7:01 am

Did you try this?

Wiki Adding a camera

RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Re: Teleporter camera

Postby RedSnappa » Mon Nov 21, 2011 1:24 pm

Ripper showed me a map that had a working camera, ut4_spectro. The map itself looks like a total noob product, but it showed me how to do something I couldn't do before.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

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theRipper
Posts: 223
Joined: Tue Aug 30, 2011 1:57 pm
Contact:

Re: Teleporter camera

Postby theRipper » Mon Nov 21, 2011 1:25 pm

the map is a fun map. not made to be pretty. and its by a friend of mine ;)
Image

RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Re: Teleporter camera

Postby RedSnappa » Mon Nov 21, 2011 5:36 pm

I found what I was missing. In the shader for the surface you wish to display the camera view, you must have a line that says either "portal" or "sort portal".
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Re: Teleporter camera

Postby RedSnappa » Tue Nov 22, 2011 2:05 am

Well, I made it work. Now it is just a matter of aiming these cameras. I'm getting a lot of upside-down and backwards views. I find that placing two portals vertically above/below each other tends to cause problems as well, in terms of both displaying the view from one camera when they should display two different views.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Re: Teleporter camera

Postby RedSnappa » Tue Nov 29, 2011 4:38 pm

I solved the problem of portals appearing through portals. You have to put the alphaGen portal texture on a different brush from the portal view texture to keep this from happening.

What I still can't figure out is how to keep my cameras from being rolled over 180 degrees and showing an upside down view of the portal destination. Setting a target_position for the camera and setting the angles key have both failed.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem


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