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| mNo edit summary | Gtamike TSGK (talk | contribs)   (Map example using a custom mirror model) | ||
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| {{ | {{CD|CInfoCameraLink|file1=1}} | ||
| {{ | {{This is a|logical entity|name=info_camera_link|except=Left 4 Dead series|sprite=link.png}} It can use [[point_camera]]s to render images for [[material]]s used by entities. To author the material, use the special identifier <code>_rt_Camera</code> for the <code>$baseTexture</code> (which is the only material that it will work with) in the .vmt then connect the 'target' field to the entity which uses that material, and the 'PointCamera' field to the <code>point_camera</code> you want to have appear on that entity's material. | ||
| * For an example of use, refer to the Half-life 2 map {{ent|d3_breen_01}}, where the model <code>effects/portalrift.mdl</code> (skinned with the <code>_rt_Camera</code> base texture material) is used to let the player see through the opening Combine portal. | |||
| ==  | {{clr}} | ||
| == Keyvalues == | == Keyvalues == | ||
| {{KV Targetname}} | |||
| {{KV|Entity Whose Material Uses _rt_camera|intn=target|target_destination|The entity with the screen on it.}} | |||
| {{KV|Camera Name|intn=PointCamera|target_destination|The name of a point_camera entity in the map that the material should be rendered from.}} | |||
| == Inputs == | == Inputs == | ||
| {{I|SetCamera|param=string|Set the camera to use. The parameter should be the name of a point_camera entity in the map. (doesn't support !activator/!caller targetnames)}} | |||
| == See also == | |||
| * {{ent|func_monitor}} - An alternative entity ''devoted'' to displaying the contents of a point_camera. | |||
| ==  | == External links == | ||
| *  | '''Map example .VMF, .BSP and Custom Model - By gtamike_TSGK''' | ||
| * http://gtamike.tsgk.com/gtamike_TSGK/test_map_with_mirror_model.zip | |||
| [[Category:Camera]] | |||
Latest revision as of 19:16, 26 September 2025
|  Class hierarchy | 
|---|
| CInfoCameraLink | 
|  info_camera_link.cpp | 

info_camera_link  is a   logical entity  available in all  Source games except
 Source games except 
 Left 4 Dead series. It can use point_cameras to render images for materials used by entities. To author the material, use the special identifier
 Left 4 Dead series. It can use point_cameras to render images for materials used by entities. To author the material, use the special identifier _rt_Camera for the $baseTexture (which is the only material that it will work with) in the .vmt then connect the 'target' field to the entity which uses that material, and the 'PointCamera' field to the point_camera you want to have appear on that entity's material.
- For an example of use, refer to the Half-life 2 map d3_breen_01, where the model effects/portalrift.mdl(skinned with the_rt_Camerabase texture material) is used to let the player see through the opening Combine portal.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Entity Whose Material Uses _rt_camera (target) <targetname>
- The entity with the screen on it.
- Camera Name (PointCamera) <targetname>
- The name of a point_camera entity in the map that the material should be rendered from.
Inputs
- SetCamera <string>
- Set the camera to use. The parameter should be the name of a point_camera entity in the map. (doesn't support !activator/!caller targetnames)
See also
- func_monitor - An alternative entity devoted to displaying the contents of a point_camera.
External links
Map example .VMF, .BSP and Custom Model - By gtamike_TSGK
