Es/Func monitor: Difference between revisions
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| {{lang|Func monitor}} | {{lang|Func monitor}} | ||
| {{ | {{this is a|brush entity|name=func_monitor|except=Left 4 Dead series}} Muestra una escena en tiempo real capturada por {{L|point_camera}} en otra parte del mapa. | ||
| Para que la entidad funcione, las superficies de la cámara deben tener <code> | Para que la entidad funcione, las superficies de la cámara deben tener <code>{{L|$basetexture}} _rt_Camera</code>. Los materiales que funcionan son <code>dev\dev_combinemonitor*</code> y <code>dev\dev_tvmonitor*</code>. | ||
| [[File:City17 trainstation.jpg|250px|thumbnail|right|Retransmisión de Dr. Breen.]] | [[File:City17 trainstation.jpg|250px|thumbnail|right|Retransmisión de Dr. Breen.]] | ||
| Line 20: | Line 20: | ||
| ==Entradas== | ==Entradas== | ||
| {{I func_brush}} | {{I func_brush}} | ||
| {{ | {{I|SetCamera|targetname|The {{L|point_camera}} to render.}} | ||
| {{ | {{I|Toggle|Enables the entity if it is disabled, and disables if it is enabled.}} | ||
| {{ | {{I|Enable|Make the entity visible and solid.}} | ||
| {{ | {{I|Disable|Make the entity invisible and non-solid.}} | ||
| ==Salidas== | ==Salidas== | ||
| {{O Targetname}} | {{O Targetname}} | ||
| ==Véase también== | ==Véase también== | ||
| *  | * {{L|info_camera_link}}: Para renderizar point_cameras en {{L|3D Model|modelos}}. | ||
| *  | * {{L|point_camera}} | ||
| {{ACategory|Camera}} | |||
Latest revision as of 13:21, 21 April 2025
func_monitor  es una entidad sólida    disponible en todos los juegos de  Source excepto
 Source excepto 
 serie Left 4 Dead. Muestra una escena en tiempo real capturada por point_camera en otra parte del mapa.
 serie Left 4 Dead. Muestra una escena en tiempo real capturada por point_camera en otra parte del mapa.
Para que la entidad funcione, las superficies de la cámara deben tener $basetexture _rt_Camera. Los materiales que funcionan son dev\dev_combinemonitor* y dev\dev_tvmonitor*.
 Error:Cameras may fail to network properly in multiplayer. See below for a code fix. Fixed in
Error:Cameras may fail to network properly in multiplayer. See below for a code fix. Fixed in  [todo tested in ?]
  [todo tested in ?] Nota:Unless you set up multiple render textures in your mod's binaries, only one point_camera can be rendered at any one time. The first camera in the map will appear on all monitors.
Nota:Unless you set up multiple render textures in your mod's binaries, only one point_camera can be rendered at any one time. The first camera in the map will appear on all monitors. Código:To enable monitors in your non-HL2 mod, you must:
 Código:To enable monitors in your non-HL2 mod, you must:
- Include the entity's client .cpp file (found in \client\hl2\).
- Include the entity's server .cpp and .h files (found in \server\hl2\).
- #define USE_MONITORSat the top of- \client\viewrender.cppand- \client\view.cpp.
- Fix a multiplayer bug in CPointCamera::CPointCamera()by settingm_bActiveto true.
Valores clave
func_brush:
- Minimum Light Level (_minlight) <float>
- The minimum level of ambient light that hits this brush.
- Solidity (Solidity) <choices>
- Used to control the solidity/collision of these brushes.
- 0: Toggle - The solidity can be toggled together with its visibility.
- 1: Never Solid
- 2: Always Solid
 
- Solid BSP (solidbsp) <boolean>
- Set this if this brush is in hierarchy with a moving object of some kind, and the player can stand on this brush.
- NPC class excluded from collisions (excludednpc) <classname>
- If an NPC classname (i.e. npc_zombie) is specified here, NPCs of that type won't collide with these brushes.
- Invert NPC class exclusion (invert_exclusion) <boolean>
- If set, then the excluded NPC class will consider this brush solid, and all other NPC classes will consider it non-solid.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with theEnableinput). Consejo:If Solidity is Toggle, disabling func_brush also makes it non-solid. Consejo:If Solidity is Toggle, disabling func_brush also makes it non-solid.
Origin:
- Origin (X Y Z) (origin) <origin>
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Shadow:
- Disable Shadows (disableshadows) <boolean>
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
- Disable Receiving Shadows (disablereceiveshadows) <boolean>
- Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance (shadowcastdist) <integer> !FGD
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Disable Shadow Depth (disableshadowdepth)  <boolean> (en todos juegos desde  ) )
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight (disableflashlight)  <boolean> (en todos juegos desde  ) )
- Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache (shadowdepthnocache)  <integer choices> (en todos juegos desde  ) )
- Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
- Choices - 0 : Default
- 1 : No cache - render every frame
- 2 : Cache it - render only once
 
Parentname:
- Parent (parentname) <targetname>
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
RenderFields:
- Render Mode (rendermode) <byte choices>
- Set a non-standard rendering mode on this entity.
- Render Modes 
- Render FX (renderfx) <byte choices>
- Various somewhat legacy alpha effects. See render effects.
- Render Amount / Transparency (renderamt) <byte>
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B) (rendercolor) <color255>
- Color tint.
Global:
- Global Entity Name (globalname) <string>
- Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
 Nota:Keyvalue/Targetname needs translation
Nota:Keyvalue/Targetname needs translation- Camera name ([todo internal name (i)]) <targetname>
- Cámara a renderizar.
Entradas
- SetCamera
- targetname
- Toggle
- Enables the entity if it is disabled, and disables if it is enabled.
- Enable
- Make the entity visible and solid.
- Disable
- Make the entity invisible and non-solid.
Salidas
Véase también
- info_camera_link: Para renderizar point_cameras en modelos.
- point_camera






























