• RT camera problem
    13 replies, posted
I have downloaded and installed this: [url]http://sfmbox.com/render-target-camera-panels/[/url] in my usermod folder to make mirrors and stuff on sfm and I followed this tutorial; [video=youtube;VOeHkZsIJs4]http://www.youtube.com/watch?v=VOeHkZsIJs4[/video] However after I followed all the steps, nothing happens. Can someone tell me how to properly use these render target panels? Are they supposed to be invisible when you spawn them? I looked everywhere tutorials on these things and came up with no solution. The last post on the sfmbox page says: TO MAKE THESE WORK CORRECTLY: These models will refer to a .vmt from Source Filmmaker's hl2 directory, but that .vmt was designed for hl2, and you will need to edit it. As-is, the model will be invisible. In the SFM files, go to sourcefilmmaker/game/hl2/materials/dev and open dev_monitor.vmt in a text editor or VTFedit. Change two things: The very first line, "lightmappedgeneric" will change to "vertexlitgeneric" quotation marks included. I don't know 100% that this is necessary, but I believe so. Second, change "$basetexture" "engine/camerarendertarget" to "$basetexture" "_rt_camera" Save it. Now, if you have a render target camera set up, these panels should be correctly textured with that camera's view. ^I followed all these steps too. still doesn't work. In Sfm this error spams console: "Material dev/dev_monitor does not support vertex format used by the mesh (maybe missing fields or mismatched vertex compression?), mesh will not be rendered. Grab a programmer!" Maybe this is the problem?
did you try mat_reloadalltextures or whatever that command is.
just tried it. did nothing.
bump plz i need help.
Have you looked at this tutorial? [url]http://facepunch.com/showthread.php?t=1241804[/url]
I saw this. But I want to make rt monitors without using hammer or anything outside sfm. I also noticed the post where MaxofS2d uploaded the 128x128 panes. but I do not know where to install them or how to use them.
bump
[QUOTE=PalmliX;42974058]Have you looked at this tutorial? [url]http://facepunch.com/showthread.php?t=1241804[/url][/QUOTE] [B]I googled: 'RT camera sfm'[/B] [URL="http://facepunch.com/showthread.php?t=1241804"]http://facepunch.com/showthread.php?t=1241804[/URL]
[QUOTE='[Brn];43053446'][B]I googled: 'RT camera sfm'[/B] [URL="http://facepunch.com/showthread.php?t=1241804"]http://facepunch.com/showthread.php?t=1241804[/URL][/QUOTE] ? I saw this already. its not of any help because I can t use hammer or anything outside sfm. I want to know how people are able to use Max's 128x128 panes or the different sized panes used on sfm box.com that i linked in the op. if anyone on here was able to get the different sized Rt camera panes to work. could you please give me detailed instructions?
[QUOTE=noh_mercy;43095917]? I saw this already. its not of any help because I can t use hammer or anything outside sfm. I want to know how people are able to use Max's 128x128 panes or the different sized panes used on sfm box.com that i linked in the op. if anyone on here was able to get the different sized Rt camera panes to work. could you please give me detailed instructions?[/QUOTE] You don't need hammer to use rt_camera's. -First of all, change the launch option (in properties) add '-monitortexturesize 1024;' for nearly HD rt_camera's -Load up your map in SFM and create a camera -Then go into the element viewer for the camera -After that you hit the little up button a few times until you get to your shot's root -Click the + buttons until you get to your camera. Copy the camera. MAKE SURE YOU ARE COPYING THE CAMERA AND NOT THE ANIMATION SET -Go back up to the shot's root and where it says monitorCameras, right click, hover over paste special, and click paste as reference. -Finally set your activeMonitor to 0 -Then load your rt_panels from the [URL="https://dl.dropbox.com/u/3797350/fil..._rt_monitor.7z"]https://dl.dropbox.com/u/3797350/fil..._rt_monitor.7z[/URL] If you want different size of rt_camera's, you'll have to model a plane, and have the vmt ordered like: [code]"UnlitGeneric" { "$basetexture" "_rt_camera" } [/code]
Is it possible to create actual mirrors? Creating decent mirrors using the rt camera is pretty much impossible.
[QUOTE=powback;43108994]Is it possible to create actual mirrors? Creating decent mirrors using the rt camera is pretty much impossible.[/QUOTE] Yes! Of course. You'll need a plane with an inverted UV. Then apply the rt_camera texture to the model. [B]EDIT:[/B] This was a model I worked on for a while ago. But i quickly discovered that RT_mirrors lack ambient occlusion. Anyone know how to overcome this? [IMG]http://farm3.staticflickr.com/2873/11269081866_f31f232044.jpg[/IMG]
[QUOTE='[Brn];43098463']You don't need hammer to use rt_camera's. -First of all, change the launch option (in properties) add '-monitortexturesize 1024;' for nearly HD rt_camera's -Load up your map in SFM and create a camera -Then go into the element viewer for the camera -After that you hit the little up button a few times until you get to your shot's root -Click the + buttons until you get to your camera. Copy the camera. MAKE SURE YOU ARE COPYING THE CAMERA AND NOT THE ANIMATION SET -Go back up to the shot's root and where it says monitorCameras, right click, hover over paste special, and click paste as reference. -Finally set your activeMonitor to 0 -Then load your rt_panels from the [URL="https://dl.dropbox.com/u/3797350/fil..._rt_monitor.7z"]https://dl.dropbox.com/u/3797350/fil..._rt_monitor.7z[/URL] If you want different size of rt_camera's, you'll have to model a plane, and have the vmt ordered like: [code]"UnlitGeneric" { "$basetexture" "_rt_camera" } [/code][/QUOTE] I followed all the steps. however nothing is happening. I think i installed rt_monitor zip wrong. where do I put those files? and do I need to create any files other than the ones in that zip? does the dev_monitor vmt need to be modified in any way?
[QUOTE='[Brn];43110854'] This was a model I worked on for a while ago. But i quickly discovered that RT_mirrors lack ambient occlusion. Anyone know how to overcome this? [/QUOTE] I don't know the actual way to overcome this (i.e. making AO work) but I recently ran into the same issue and so I used a light with a very high shadow filter and it actually did a pretty close job of simulating AO: [thumb]http://puu.sh/5DjMk[/thumb] Normally without AO, his mouth is super bright, but with a light in the right position and with the right shadowfilter settings you can kind of simulate it.
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