This article's documentation is for anything that uses the Source engine. Click here for more information.

Info camera link: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (→‎Inputs: Substituted IO templates)
(-added class hierarchy)
Line 1: Line 1:
[[File:link.png|left|link=]]
{{CD|CInfoCameraLink|file1=1}}
 
{{This is a|logical entity|name=info_camera_link|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>$baseTexture</code> (which is the only material that it will work with) in the .vmt then connect the 'target' field to the entity which uses that material, and the 'PointCamera' field to the <code>point_camera</code> you want to have appear on that entity's material.
{{this is a|point entity|name=info_camera_link}} It can use [[point_camera]]s to render images for [[material]]s used by entities. To author the material, use the special identifier <code>_rt_Camera</code> for the <code>$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.
* 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}}
{{clr}}


== Keyvalues ==
== Keyvalues ==
{{KV Targetname}}
{{KV|Entity Whose Material Uses _rt_camera|intn=target|target_destination|The entity with the screen on it.}}
{{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.}}
{{KV|Camera Name|intn=PointCamera|target_destination|The name of a point_camera entity in the map that the material should be rendered from.}}
{{KV Targetname}}


== Inputs ==
== Inputs ==
{{I|SetCamera|Set the camera to use. The parameter should be the name of a point_camera entity in the map.|param=string}}
{{I|SetCamera|param=string|Set the camera to use. The parameter should be the name of a point_camera entity in the map.}}
{{I Targetname}}
 
== Outputs ==
{{O Targetname}}


== See also ==
== See also ==
* [[func_monitor]] - An alternative entity ''devoted'' to displaying the contents of a point_camera.
* {{ent|func_monitor}} - An alternative entity ''devoted'' to displaying the contents of a point_camera.


[[Category:Camera]]
[[Category:Camera]]

Revision as of 06:01, 8 May 2025

C++ Class hierarchy
CInfoCameraLink
CLogicalEntity
CServerOnlyEntity
CBaseEntity
C++ info_camera_link.cpp
Link.png

info_camera_link is a logical entity available in all Source Source games. 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_Camera base 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. parentname or target).
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 <stringRedirectInput/string>
Set the camera to use. The parameter should be the name of a point_camera entity in the map.

See also

  • func_monitor - An alternative entity devoted to displaying the contents of a point_camera.