Portalcams...how to?


(Boosted) #1

i want to add portalcams in my map.
ive found one tutorial, but i failed at the very beginning.
its meant for Q3, so im missing the main texture.
does anyone know a tutorial for ET?
or maybe somebody even knows how to do it? :slight_smile:
any help appreciated!


(kamikazee) #2

They do work, some people have successfully made security cameras with them. The result looks weird though - instead of just drawing images onto a flat screen, it makes it look like you are actually peaking through a hole in the wall (as stated in “camera portals not really camera’s…”)


(Boosted) #3

i know they work and i know what the look like :smiley:
i still want em hehe.
point is i cant get them to work.
i found eriks shader for that (has been used in other maps too so i know it works) and ive lined everything up correctly but it wont work :confused:


(kamikazee) #4

But what does it do then? Does it just cause the HOM effect or do you see some wrong spot?


(Boosted) #5

HOM? :?

originally i just wanted to give a preview of the stuff.
so it wouldve worked fine.
but i didnt get it to work and i dropped that idea meanwhile :smiley:
maybe in another map :stuck_out_tongue:


(S14Y3R) #6

HOM-Hall of Mirrors, caulk your sky/sides to see eg. of :stuck_out_tongue:

I’ve never tried to get a portal_cam working so I can’t help with that.


(Flippy) #7

It was a long time ago that I did this, and I don’t know if you have the correct shader for it…

It went something like this:

Create a brush that will be the surface of your ‘tv screen’ or portal. Preferably, give each side a nodraw texture.
Then, give the surface, which will be seen as the ‘screen’, the “mirror” texture. If you don’t have it, search for it, you will find it.

Then you need to create a “misc_portal_surface” entity and place it within 64 units of the mirror textured surface.

You also need to create a “misc_portal_camera” entity, which will be your camera. In this entity’s properties, you can set the roll, angle etc etc, or you can use a info_notnull to position it.

Then, you need to connect the “misc_portal_surface” with the “misc_portal_camera” (i think with “the arrow” pointing from surface to camera, not sure).

Something like that anyway…

Oh, and make sure you disable fastsky (r_fastsky 0) else you will see only blackness.


(Boosted) #8

thats exactly what i did.
didnt know u can use the mirror texture for that.
we will see, ill try some other time since i dropped the idea for the current place i wanted it.
fastsky is always off - maps are ugly without sky.


(RayBan) #9

i have this portal test you can look at, it’s not setup as mirrors, but you
just need to point the cam in the direction you want to create a mirror.

currently they are setup as teleporters, quake3 style.

http://raybanb.googlepages.com/portal_test2.pk3


(DerSaidin) #10

Cool, RayBan