So I'm trying to create a HL2RP map, Where as there will be monitors around, showing the City Administrator's face. I've conveniently put one on the wall like this, [IMG]http://puu.sh/dnn6b/9992edda91.jpg[/IMG]
However when I compile and enter the game, It looks like this
[IMG]http://puu.sh/dnngU/f860fd9434.jpg[/IMG]
I know this is caused by the actual texture not being the same size as the face on the brush, However I have no idea how to create a custom one and I googled and found a tutorial that just didn't make sense.
If you are wondering the brush is 216 units high and 156 wide.
Thank you for any help.
Select the face with the face edit sheet tool and on the right side of the window that opens under where it says x and y, there should be a button that says fit.
I want to change the resolution and dimensions of the rendertarget, not stretch it. Stretching will only cause fucked up aspect ratio.
[QUOTE=Enitoni;46674602]So I'm trying to create a HL2RP map, Where as there will be monitors around, showing the City Administrator's face. I've conveniently put one on the wall like this, [IMG]http://puu.sh/dnn6b/9992edda91.jpg[/IMG]
However when I compile and enter the game, It looks like this
[IMG]http://puu.sh/dnngU/f860fd9434.jpg[/IMG]
I know this is caused by the actual texture not being the same size as the face on the brush, However I have no idea how to create a custom one and I googled and found a tutorial that just didn't make sense.
If you are wondering the brush is 216 units high and 156 wide.
Thank you for any help.[/QUOTE]
Make sure it's scaled to 1.08y and 0.78x and it should work; iirc render targets don't get squished like normal textures
Something's not right.
[IMG]http://puu.sh/dob2x/c71118a253.jpg[/IMG]
On another note, Is it bad if a 3 story building like this has over 500 brushes? I'm afraid to hit the limit.
[QUOTE=Enitoni;46678767]I want to change the resolution and dimensions of the rendertarget, not stretch it. Stretching will only cause fucked up aspect ratio.[/QUOTE]
It's not possible to change the resolution of a render target without actually changing the game code. RT cameras will always be 256x256.
Garry at one point changed the RT camera to 1024x512 in Garry's Mod but I think it was changed back to 256x256.
[QUOTE=Enitoni;46679413]On another note, Is it bad if a 3 story building like this has over 500 brushes? I'm afraid to hit the limit.[/QUOTE]
I think that may be a bit excessive. Go around and see if you can replace multiple brushes with just one brush to reduce the brush count.
I don't think there's really any brushes to simplify, Evertime I try I end up screwing up some textures, for example the roof of a floor. You tell me if this can be simplified.
[IMG]http://puu.sh/dogUH/6a00978726.jpg[/IMG]
Also, I remember reading somewhere that a custom texture can give you a custom resolution and dimension for render targets. Here's the tutorial that makes my brain fry due to my excessive idiocy. [url]http://www.moddb.com/mods/underhell/tutorials/multiple-render-targets-higher-resolution-monitors[/url]
[QUOTE=Enitoni;46679971]Also, I remember reading somewhere that a custom texture can give you a custom resolution and dimension for render targets. Here's the tutorial that makes my brain fry due to my excessive idiocy. [url]http://www.moddb.com/mods/underhell/tutorials/multiple-render-targets-higher-resolution-monitors[/url][/QUOTE]
This is a custom HL2 mod, it won't work in any other Source engine game.
There's a really ugly way of getting multiple cameras to display at near the same time by switching them and the screens on and off really fast (skip to 0:25):
[media]http://www.youtube.com/watch?v=WcXN0jUdsEY[/media]
The flickering isn't as bad in-game, but I have no idea what kind of performance issues it may cause. And there's a limit to the number of cameras you can do this with before the flickering gets really bad, I wouldn't go over 4-8 cameras at the same time.
[QUOTE=Enitoni;46679413]Something's not right.
[IMG]http://puu.sh/dob2x/c71118a253.jpg[/IMG]
On another note, Is it bad if a 3 story building like this has over 500 brushes? I'm afraid to hit the limit.[/QUOTE]
The only solution to this I've found (without some serious fucking trial and error) is to make that brush with one corner at the world origin (blue lines on Hammer's grid), then lock textures & lock scaling before dragging it into position
[QUOTE=Itszutak;46681539]The only solution to this I've found (without some serious fucking trial and error) is to make that brush with one corner at the world origin (blue lines on Hammer's grid), then lock textures & lock scaling before dragging it into position[/QUOTE]
Actually, I figured it out and simply selecting the face texture then pressing "Fit" somehow worked.
EDIT: It works in CS:Source but not Garry's mod
[QUOTE=Enitoni;46681879]Actually, I figured it out and simply selecting the face texture then pressing "Fit" somehow worked.[/QUOTE]
[QUOTE=Firegod522;46675267]Select the face with the face edit sheet tool and on the right side of the window that opens under where it says x and y, there should be a button that says fit.[/QUOTE]
This was suggested only 18 hours ago.
[QUOTE=Spherix;46682175]This was suggested only 18 hours ago.[/QUOTE]
I know, Sorry. I should have quoted his post. My deepest apologies. Anyway it fixed my problem, So thanks for the great help!
It's getting scaled in Garry's mod, It works in Counter Strike: Source but not Garry's mod. Tedious.
[QUOTE=GiGaBiTe;46680224]This is a custom HL2 mod, it won't work in any other Source engine game.
There's a really ugly way of getting multiple cameras to display at near the same time by switching them and the screens on and off really fast (skip to 0:25):
[media]http://www.youtube.com/watch?v=WcXN0jUdsEY[/media]
The flickering isn't as bad in-game, but I have no idea what kind of performance issues it may cause. And there's a limit to the number of cameras you can do this with before the flickering gets really bad, I wouldn't go over 4-8 cameras at the same time.[/QUOTE]
... I'm interested in how you did this. I'm still learning my way around Hammer however and am not too familiar with how you would do this sort of thing. Would you mind explaining how it works?
[QUOTE=Itszutak;46686285]... I'm interested in how you did this. I'm still learning my way around Hammer however and am not too familiar with how you would do this sort of thing. Would you mind explaining how it works?[/QUOTE]
logic_timer
refire interval .1 seconds
OnTimer Screen1 Enable Delay 0.0
OnTimer Screen1 SetCamera Camera1 Delay 0.0
OnTimer Screen2 Disable Delay 0.0
OnTimer Screen2 Enable Delay 0.05
Ontimer Screen2 SetCamera Camera2 Delay 0.05
Ontimer Screen1 Disable Delay 0.05
At least, that's how I'd try to do it.
[QUOTE=Sonador;46686662]logic_timer
refire interval .1 seconds
OnTimer Screen1 Enable Delay 0.0
OnTimer Screen1 SetCamera Camera1 Delay 0.0
OnTimer Screen2 Disable Delay 0.0
OnTimer Screen2 Enable Delay 0.05
Ontimer Screen2 SetCamera Camera2 Delay 0.05
Ontimer Screen1 Disable Delay 0.05
At least, that's how I'd try to do it.[/QUOTE]
Is there a limit to how fast you can set logic_timer?
So I did the fit thing again, And when I open the map in counterstrike, It looks fine, However when I open it in Garry's mod, It looks all stretched and the view is most at the upper left of the screen.
[QUOTE=Itszutak;46686765]Is there a limit to how fast you can set logic_timer?[/QUOTE]
ihhnfi
It's probably governed by the server/hosts's tickrate.
[QUOTE=Sonador;46686662]logic_timer
refire interval .1 seconds
OnTimer Screen1 Enable Delay 0.0
OnTimer Screen1 SetCamera Camera1 Delay 0.0
OnTimer Screen2 Disable Delay 0.0
OnTimer Screen2 Enable Delay 0.05
Ontimer Screen2 SetCamera Camera2 Delay 0.05
Ontimer Screen1 Disable Delay 0.05
At least, that's how I'd try to do it.[/QUOTE]
This is what my logic_timer looks like with two cameras.
[img]http://i.imgur.com/ZMuTNbd.png[/img]
The "Refire Interval" key is set to 0.08.
Okay. So I think I'm just gonna surrender to the horrible resolution it offers, Thanks for the help anyway guys.
Right, So I tried to make it fit. It's not exactly easy, Does anyone know the exact brush size I need to use for the image to fit in?
[IMG]http://puu.sh/dqegl/5ebf37ff8f.jpg[/IMG]
Are you trying to load the map in Garry's Mod?
Most source games have a RT resolution of 256x256, Garry's mod has a resolution of 512x512 which will cause the screen to look wrong.
Through the use of paint.net, you can see four cameras working at the same time:
[t]http://i.imgur.com/Q9pZdhM.png[/t]
Screen four has some weird Z fighting issue because the screen is like microns from the surface of the TV model.
After experimenting with this, I don't recommend using four cameras. You can either choose from really bad flickering or slow update rates when nothing is shown on the screen depending how long you leave the camera switched on.
yeah why are cams so laggy in multi,can it be fixed?
[QUOTE=GiGaBiTe;46692010]Are you trying to load the map in Garry's Mod?
Most source games have a RT resolution of 256x256, Garry's mod has a resolution of 512x512 which will cause the screen to look wrong.
Through the use of paint.net, you can see four cameras working at the same time:
[t]http://i.imgur.com/Q9pZdhM.png[/t]
Screen four has some weird Z fighting issue because the screen is like microns from the surface of the TV model.
After experimenting with this, I don't recommend using four cameras. You can either choose from really bad flickering or slow update rates when nothing is shown on the screen depending how long you leave the camera switched on.[/QUOTE]
I'm running the map in Garry's mod, Because it is a HL2RP map. I just need it to FIT. I put it in a square but it still scaled.
[QUOTE=GiGaBiTe;46692010]Are you trying to load the map in Garry's Mod?
Most source games have a RT resolution of 256x256, Garry's mod has a resolution of 512x512 which will cause the screen to look wrong.
Through the use of paint.net, you can see four cameras working at the same time:
Screen four has some weird Z fighting issue because the screen is like microns from the surface of the TV model.
After experimenting with this, I don't recommend using four cameras. You can either choose from really bad flickering or slow update rates when nothing is shown on the screen depending how long you leave the camera switched on.[/QUOTE]
Even at two cameras I'm having horrible flickering in csgo. Do you mind uploading a vmt where it works well? I feel like the problem might be somewhere in how my cameras are hooked up...
[QUOTE=Enitoni;46693499]I'm running the map in Garry's mod, Because it is a HL2RP map. I just need it to FIT. I put it in a square but it still scaled.[/QUOTE]
HL2RP is a Gmod game mode? Or is it an actual Source mod?
If HL2RP is a Source mod then you're going to have to just ignore the malformed screen because like I said, the RT sizes are different between Garry's Mod and other Source games. If you make it look correct in Gmod, it will be malformed in other Source games and vice versa.
If HL2RP is a Gmod game mode and you don't plan on it running in another Source game, you'll need a custom screen texture to account for the 512x512 screen size in Gmod. I can provide you with the one in the screenshot above, but I don't know if you'll like it or not with the CRT scanline.
[QUOTE=Itszutak;46693653]Even at two cameras I'm having horrible flickering in csgo. Do you mind uploading a vmt where it works well? I feel like the problem might be somewhere in how my cameras are hooked up...[/QUOTE]
The texture has nothing to do with the flickering, it's based on how long you keep the screens and cameras switched on and off.
[QUOTE=GiGaBiTe;46695124]HL2RP is a Gmod game mode? Or is it an actual Source mod?
If HL2RP is a Source mod then you're going to have to just ignore the malformed screen because like I said, the RT sizes are different between Garry's Mod and other Source games. If you make it look correct in Gmod, it will be malformed in other Source games and vice versa.
If HL2RP is a Gmod game mode and you don't plan on it running in another Source game, you'll need a custom screen texture to account for the 512x512 screen size in Gmod. I can provide you with the one in the screenshot above, but I don't know if you'll like it or not with the CRT scanline.
The texture has nothing to do with the flickering, it's based on how long you keep the screens and cameras switched on and off.[/QUOTE]
oops, I meant to say VMF.
I'd have to make a separate map for the camera logic, the map I have it in has tons of custom content and it would be a pain in the arse to pack it all up to make it work right.
[QUOTE=GiGaBiTe;46695124]HL2RP is a Gmod game mode? Or is it an actual Source mod?
If HL2RP is a Source mod then you're going to have to just ignore the malformed screen because like I said, the RT sizes are different between Garry's Mod and other Source games. If you make it look correct in Gmod, it will be malformed in other Source games and vice versa.
If HL2RP is a Gmod game mode and you don't plan on it running in another Source game, you'll need a custom screen texture to account for the 512x512 screen size in Gmod. I can provide you with the one in the screenshot above, but I don't know if you'll like it or not with the CRT scanline.
The texture has nothing to do with the flickering, it's based on how long you keep the screens and cameras switched on and off.[/QUOTE]
Yes! A custom texture that fits the picture in the first screenshot in the OP would be absolutely perfect. And the crt scanline will work well, Don't worry. :)
[url]https://www.mediafire.com/?fc7aq9nafa3eb7q[/url]
This is a 512x512 screen, you'll have to fit it.
Since your screen is tall but not wide, you can correct the aspect ratio at the expense of some horizontal image data. To do this, fit this texture to the screen and then copy the Y texture scale to the X texture scale and press the "center" button.
Basically the sides of the screen will be cut off akin to horizontal letterboxing.
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