Talk:Point devshot camera: Difference between revisions

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:I looked at the code...it all seems right...what have you tried?—'''[[User:Ts2do|ts2do]]''' 21:18, 3 Apr 2006 (PDT)
:I looked at the code...it all seems right...what have you tried?—'''[[User:Ts2do|ts2do]]''' 21:18, 3 Apr 2006 (PDT)
::Mine don't work either. The map loads, hangs, and then crashes the game. NO SCREENSHOTS! help... [[User:MLSTRM|MLSTRM]] 15:29, 23 August 2009 (UTC)
:::I fixed it, somehow... BTW if your mod/level is multiplayer, give it a couple of dummies for the info panel to dissapear. [[User:MLSTRM|MLSTRM]] 19:08, 14 September 2009 (UTC)


I'm curious by the usefulness of this feature.  Why are they used? --[[User:Molaughlen|Molaughlen]] 08:14, 3 Aug 2008 (PDT)
I'm curious by the usefulness of this feature.  Why are they used? --[[User:Molaughlen|Molaughlen]] 08:14, 3 Aug 2008 (PDT)
:The entity description explains its usage. [[User:Solokiller|Solokiller]] 09:42, 3 Aug 2008 (PDT)
== TF2 Bug fixed? ==
I tried this out today, it doesn't seem to have the described bug anymore. Can someone confirm that the bug is fixed and remove that notice?--[[User:Henke37|Henke37]] 15:00, 23 November 2011 (PST)
:I tried it again later, it is quirky. It only happens sometimes and perhaps not if you are quick enough to dismiss the screens. Further testing is required.--[[User:Henke37|Henke37]] 15:33, 8 December 2011 (PST)
== Alien Swarm ==
In addition to adding <code>-makedevshots</code> to the $game_exe portion of the compile settings, add in <code>+sv_cheats 1 +r_drawvgui 0 +asw_cam_marine_shift_enable 0</code> to the end of it as well to remove the briefing window when the map loads and disable mouse movement from changing the perspective of the camera.
As a result of how the game works all camera rotations/angles will be ignored. The cameras will be in the standard top-down view at an angle same as a player would be. So just keep that in mind when placing cameras around the level. I just move them higher to get a larger portion of the level in view. Rather painful but at least you can easily take developer screenshots of the level as you work without doing it manually. --[[User:LoganDougall|LoganDougall]] 13:28, 10 April 2012 (PDT)
== Keyvalue Syntax ==
As a non-programmer I found the syntax hard to figure out, so here's a working example people can copy/paste:
<source lang=ini>MapCameras
{
TestCamera1
{
origin "256 256 256"
angles "-15 50 0"
FOV 90
}
TestCamera2
{
origin "-256 -256 -256"
angles "90 0 0"
FOV 90
}
}
</source>
--[[User:Glitchvid|Glitchvid]] ([[User talk:Glitchvid|talk]]) 22:24, 30 September 2016 (UTC)

Latest revision as of 15:24, 30 September 2016

Anyone got this working properly? I haven't been able to successfully utilize it. Any tips, if so? --RabidMonkey 21:09, 3 Apr 2006 (PDT)

I looked at the code...it all seems right...what have you tried?—ts2do 21:18, 3 Apr 2006 (PDT)
Mine don't work either. The map loads, hangs, and then crashes the game. NO SCREENSHOTS! help... MLSTRM 15:29, 23 August 2009 (UTC)
I fixed it, somehow... BTW if your mod/level is multiplayer, give it a couple of dummies for the info panel to dissapear. MLSTRM 19:08, 14 September 2009 (UTC)

I'm curious by the usefulness of this feature. Why are they used? --Molaughlen 08:14, 3 Aug 2008 (PDT)

The entity description explains its usage. Solokiller 09:42, 3 Aug 2008 (PDT)

TF2 Bug fixed?

I tried this out today, it doesn't seem to have the described bug anymore. Can someone confirm that the bug is fixed and remove that notice?--Henke37 15:00, 23 November 2011 (PST)

I tried it again later, it is quirky. It only happens sometimes and perhaps not if you are quick enough to dismiss the screens. Further testing is required.--Henke37 15:33, 8 December 2011 (PST)

Alien Swarm

In addition to adding -makedevshots to the $game_exe portion of the compile settings, add in +sv_cheats 1 +r_drawvgui 0 +asw_cam_marine_shift_enable 0 to the end of it as well to remove the briefing window when the map loads and disable mouse movement from changing the perspective of the camera.

As a result of how the game works all camera rotations/angles will be ignored. The cameras will be in the standard top-down view at an angle same as a player would be. So just keep that in mind when placing cameras around the level. I just move them higher to get a larger portion of the level in view. Rather painful but at least you can easily take developer screenshots of the level as you work without doing it manually. --LoganDougall 13:28, 10 April 2012 (PDT)

Keyvalue Syntax

As a non-programmer I found the syntax hard to figure out, so here's a working example people can copy/paste:

MapCameras
{
	TestCamera1
	{
	origin	"256 256 256"
	angles	"-15 50 0"
	FOV	90
	}
	
	TestCamera2
	{
	origin	"-256 -256 -256"
	angles	"90 0 0"
	FOV	90
	}
}

--Glitchvid (talk) 22:24, 30 September 2016 (UTC)