Func monitor: Difference between revisions

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(Fixed in the VScript branch of TF2 https://www.youtube.com/watch?v=p0RsJe_OoZw)
(Not yet merged with the main game)
Tag: Undo
Line 13: Line 13:
* Fix a multiplayer bug in <code>CPointCamera::CPointCamera()</code> by setting <code>m_bActive</code> to true.}}
* Fix a multiplayer bug in <code>CPointCamera::CPointCamera()</code> by setting <code>m_bActive</code> to true.}}


{{bug|{{tf2}} Doesn't render at all. Fixed on the "vscript_test" beta branch.}}
{{bug|{{l4d2}} It is possible to create this entity with custom FGD. but is still unknown by the game}}
{{bug|{{l4d2}} It is possible to create this entity with custom FGD. but is still unknown by the game}}



Revision as of 08:26, 8 November 2022

Template:Base brush It displays a real-time scene captured from a point_camera somewhere else in the world.

For the entity to work, the surface(s) on which the camera view will be displayed must have a material with $basetexture _rt_Camera. Stock materials that work are dev\dev_combinemonitor* and dev\dev_tvmonitor*.

A broadcast from Dr. Breen.
Note.pngNote: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.
Cpp.pngCode: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_MONITORS at the top of \client\viewrender.cpp and \client\view.cpp.
  • Fix a multiplayer bug in CPointCamera::CPointCamera() by setting m_bActive to true.
Icon-Bug.pngBug:Team Fortress 2 Doesn't render at all. Fixed on the "vscript_test" beta branch.  [todo tested in ?]
Icon-Bug.pngBug:Left 4 Dead 2 It is possible to create this entity with custom FGD. but is still unknown by the game  [todo tested in ?]

Keyvalues

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.
Shadows (vrad_brush_cast_shadows) <boolean>
Configures whether this brush casts lightmap shadows.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
Tip.pngTip: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> (in all games since Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Disable flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity.
Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since Portal 2)
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
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
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.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities
Camera name ([todo internal name (i)]) <targetname>
The camera to render.

Inputs

Template:I func brush

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.

Outputs

See also