Camera Portals

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Camera Portals

Postby Tutorial on Sun Mar 06, 2005 11:41 pm

category
General Half-Life 2/Entities

description
Displaying an area of a map on a screen for the player to view.

keywords
camera, portal, point_camera.

When I started to experiment to make cameras I was surprised at how easy it is to set up a basic camera. This tutorial will explain how to make a camera in its most basic form.

Okay first thing we need to do is create a camera entity. Click on the “Entity tool” icon or hit Shift+e. Using the pop down objects window on the left select “point_camera” then create the entity.

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Now right click, scroll down to properties and left click. The “Object properties” windows should pop up. Now the only “Keyvalue” which affects you in this tutorial is “Name.” Left click on this “Keyvalue” and name it whatever you like; I used “Camera.” Hit apply then close the “Object properties” window.

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Make a brush; this brush will be your monitor its function will be to show what the camera is filming so it’s basically a TV screen, so size it how you want.

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Next we want to make the brush we just created act like a monitor, do this by selecting the brush, right click scroll down to “Tie to Entity” and an “Object properties” windows should pop up, Alternatively you can just hit Ctrl + T.

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Okay now we are in the object properties window we want to turn the brush we just created into a brush entity called “func_monitor” to do this simply expand the “Class” pop down menu and scroll down until you find “func_monitor” when you find it left click then click “apply” located in the bottom right corner of the “Object properties” window.

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Okay so now we have a monitor set up, we need to define its “Keyvalues”. The only “Keyvalues” we will be using for the basic camera tutorial will be “Name” and “Camera Name.” For the “Name” values put in what ever you want I used “Monitor” for the “Camera name” put in the name you used for you “Point_Camera” entity, or you can use the pop down menu to locate you “Point_Camera” name, either works. Hit apply then close the “Object properties” window.

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Alright we are nearly finished all that’s left to do is define which face of the brush will draw what the “Point_Camera” sees. To do this selected the texture application tool. Hit browse and the “Textures” window should pop up. In the “Filter” type in “dev/dev” This should filter out all the textures except dev textures. Now you will notice a lot of texture with white backgrounds and red writing which says “dev_monitor” Double click on any of these and it will take you back to the “Face Edit sheet” window. (I have not tried all of “dev_monitor” textures but I think any of these will work.)

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Now left click on the face you want the camera to play its image on, hit “apply” then hit “fit”. This defines which face will play what the “point_camera” entity sees.

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And that’s it you have created a working camera. Unfortunately you will not see you’re self in the camera because HL2 doesn’t have a Gordon model and you don’t have the hazard suit so the third person hands won’t show up. But if you want to make sure it works, put a brush or model in the camera line of site. I put a rag doll in so I could watch it collapse. Hope this has helped.

Related:
Example Map

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Postby Cactusman on Mon Apr 04, 2005 5:04 am

Is there any way to have a tv(model) display this?
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Postby Serever on Mon Apr 04, 2005 8:07 am

yea, just make the func_monitor small, and move it around until it fits well with the tv model. if the tv is a physics object, parent the monitor to the tv.
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Postby Dead-Inside on Wed Apr 06, 2005 9:37 pm

You can also make a small glasscreen infront of it, and have an output which kills the func_monitor when broken, I mean, if you want it to be breakable :)
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Camera without screen

Postby i_am_fubar on Tue Jun 21, 2005 6:44 pm

Is there any way to force a camera to override the world and display its image straight to your monitor such as in HL1? I would assume there is as the intro sequence seems to use it.
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Postby Ophidian on Tue Jun 21, 2005 8:04 pm

You could alway decompile the map.
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Postby Tenma on Fri Jun 24, 2005 8:54 am

Uhm, GREAT toturial. thanks.

though i have a problem..

i have tried using 3 camera positions and 3 monitors.
i've changed all 3 it's properties to this:

name: monitor - camera name: cam1
name: monitor2 - camera name: cam2
name: monitor3 - camera name: cam3

strangely enough, all 3 monitors only shows cam1 view point, and ignore the other 2.

can someone tell me what i did wrong?
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Postby Ceeps on Mon Jun 27, 2005 2:28 pm

Tenma wrote:Uhm, GREAT toturial. thanks.

though i have a problem..

i have tried using 3 camera positions and 3 monitors.
i've changed all 3 it's properties to this:

name: monitor - camera name: cam1
name: monitor2 - camera name: cam2
name: monitor3 - camera name: cam3

strangely enough, all 3 monitors only shows cam1 view point, and ignore the other 2.

can someone tell me what i did wrong?


This always seems to happen. A way to fix this and get the cameras to display correctly is to enclose each monitor and camera within (or maybe 1 monitor and 1 camera per) an area portal. Area portals are tricky, and getting them to work is a tutorial in themselves. I created a map areaportalsandcameras to experiment with them. However, I was using HL2, and not hl2dm.

This is something not addressed in the tutorial that should be. Multiple cameras.
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css camera

Postby Hades_9966 on Sun Aug 21, 2005 2:42 am

How can i make a camera like that in css because it hasn't got the entity point_camera.
I have seen a camera in a css map so it must be possible but how?
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Postby verballydecapitating on Sun Aug 21, 2005 4:02 am

You need to get a custom fgd to get the point_camera entity in CSS
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Postby Cmpfreak88 on Mon Aug 22, 2005 9:18 am

Actually if you open your css map in hammer with the hl2 settings, make the cameras, save and then open back up with css settings the cameras will work they'll just say obsolete.
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Re: Camera without screen

Postby -Andy- on Mon Aug 22, 2005 12:45 pm

i_am_fubar wrote:Is there any way to force a camera to override the world and display its image straight to your monitor such as in HL1? I would assume there is as the intro sequence seems to use it.


Use a point_viewcontrol I think.
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Postby nub on Tue Nov 15, 2005 1:16 am

Where in the hell is the point_camera, i dont see it in the list! My hammer is the one with source SDK, it has some bugs in it, which i fixed :)

Anyway, i only see point_clientcommand and the entity names are in alphabeticle order!

(sorry, i just found it i think, point_devshot_camera is it?)
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Postby nub on Tue Nov 15, 2005 2:11 am

terribly sorry about the double post, i actually was bothered enough to read the other's replies and i read about making the cameras work with cs:s, thanks for this tutorial, im so friggin' happy i found this tutorial, i might make a camera for every one of my maps, by the way, know where to find the monitor model that was in nova prospekt, the one that can cycle through different camera shots, i really want that model for the monitor.

Thanks.
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Postby Sauce on Sun Dec 11, 2005 9:11 am

Ok, it doesn't display the majority of my entities through the camera but will it display other players? That's the most important part.
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