Point devshot camera: Difference between revisions
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{{ | {{base point|point_devshot_camera}} It is by the -makedevshots system, which automatically takes screenshots at the position of every devshot camera in the level. | ||
{{in code|class=class_c_point_dev_shot_camera.html CPointDevShotCamera|file=point__devshot__camera_8cpp-source.html point_devshot_camera.cpp}} | {{in code|class=class_c_point_dev_shot_camera.html CPointDevShotCamera|file=point__devshot__camera_8cpp-source.html point_devshot_camera.cpp}} | ||
==Basic Usage== | ==Basic Usage== | ||
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It should be noted that for Team Fortress 2 the first camera placed (with the lowest ID) will take a screenshot of the starting chalkboard. It is advised to create a fake first camera to prevent the actual first's images being of nothing but the chalkboard. | It should be noted that for Team Fortress 2 the first camera placed (with the lowest ID) will take a screenshot of the starting chalkboard. It is advised to create a fake first camera to prevent the actual first's images being of nothing but the chalkboard. | ||
== Keyvalues == | |||
{{KV|Camera Name|string|Used as the name of the directory to store screenshots from this camera. Must be unique within the level.}} | |||
{{KV|Camera FOV|integer|FOV of this camera.}} | |||
{{KV Angles}} | |||
[[Category:Camera]] |
Revision as of 03:40, 28 July 2011
Template:Base point It is by the -makedevshots system, which automatically takes screenshots at the position of every devshot camera in the level.
Basic Usage
Place a point_devshot_camera entity in your map and give it a name, the name of the area it looks at is a good name. If you want you can make sure the angle and location are good by using spectate ingame and using getpos in the console to find your co-ordinates and angle. Adjust the FOV to match what you're using ingame if you wish and that's all the entity itself needs.
Next, open up your compile options and either in the input bar at the bottom of the normal mode add -makedevshots or in the $game_exe section of the expert mode add the same thing. Make sure you remove options such as -dev so that your screenshots don't have the console in them!
Once you have compiled your map the mod will load up and just let it be, it will load the map and take the screenshots automatically. The screenshots will be saved to <mod>/screenshots/<mapname>/<cameraname> as .tga files.
An example of what can be achieved with these from Team Fortress 2
It should be noted that for Team Fortress 2 the first camera placed (with the lowest ID) will take a screenshot of the starting chalkboard. It is advised to create a fake first camera to prevent the actual first's images being of nothing but the chalkboard.
Keyvalues
- Camera Name ([todo internal name (i)]) <string>
- Used as the name of the directory to store screenshots from this camera. Must be unique within the level.
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.