Info camera link

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Revision as of 07:36, 26 July 2011 by Barracuda (talk | contribs) (Cleanup)
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Template:Base point 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 (or whatever texture you want, like envmap, etc.) 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

Entity Whose Material Uses _rt_camera ([todo internal name (i)]) <targetname>
Camera Name ([todo internal name (i)]) <targetname>
The name of a point_camera entity in the map that the material should be rendered from.
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

Inputs

SetCamera <stringRedirectInput/string>
Set the camera to use. The parameter should be the name of a point_camera entity in the map.


Outputs

See also

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