• Movie Projector
    310 replies, posted
[QUOTE=thomasfn;15179636]Hehe, well it is, imagine all the things you can do. Digital projector for PCMod, maybe adding minigames so you can play pong on a wall of gm_construct, movies (like what you are doing), special effects for staged productions... wow, you made me excited now.[/QUOTE] Wow! You just made me excited! To accommodate all that, I'm going to have to make this more modular. I already made it so depending on your text file prefix, it can be a different type of mode on it. So for instance, mat_example.txt will automatically read it as something that uses a material. link_example.txt reads it as something that contains a web page to project. Games, RT stuff, etc, could be even more modes I could add!
Truly, this will be the most innovative addon of the year.
Not sure the env_projectedtexture will work. But, I'm sure I can figure something else out.
Good Job
This thread is win. Totally going in the next episode of the garry's mod podcast.
Can't wait for this release. :3
Alright, env_projectedtexture is probably a dead end right now. It is the same thing as the player's flashlight entity, which last time I checked, would not support animation. When it says "projected texture," I believe that means a texture, not a material.
I just remembered the RT texture idea in combination with the evn_projectedtexture. How do those work? I've never worked with RT crap. Could someone give me an example? I may yet be able to make a "breakthrough."
Look at how the tool gun renders it's RT screen. You have to make a file in the settings folder somewhere, look inside the GCF.
I know you've got what it takes, grea$emonkey! Keep up the good work!
[QUOTE=thomasfn;15262233]Look at how the tool gun renders it's RT screen. You have to make a file in the settings folder somewhere, look inside the GCF.[/QUOTE] I may need some help with that. I will work on it tonight. [editline]04:59PM[/editline] Well, I added it to the serverside stuff, and the projectedtexture puts up a pink version of my example texture, but without animation. In your note, it seems this would mean an error, am I correct? Anyways, I haven't the slightest on how RT stuff works. [editline]05:29PM[/editline] I also need help making a cool projector beam: [img]http://images.inmagine.com/168nwm/creatas/cr15330/cr15330038.jpg[/img] [img]http://empoweryourconsciousness.com/img/movie_projector.gif[/img] [img]http://farm1.static.flickr.com/96/233160693_d8d7c07f85.jpg?v=0[/img] Any ideas?
The Wraith harvester has something like that.
This is going to be so epic.
Yeah, check out the Wraith Harvester for cool traily projection beams. Also, doesn't CS_Office have a beam type thing?
[QUOTE=robowurmz;15277894]Yeah, check out the Wraith Harvester for cool traily projection beams. Also, doesn't CS_Office have a beam type thing?[/QUOTE] That beam is brush based, you can't use it.
What I meant was take a look at the texture it uses, and see if you can use that coupled with the beams from the Wraith harvester.
[QUOTE=robowurmz;15278121]What I meant was take a look at the texture it uses, and see if you can use that coupled with the beams from the Wraith harvester.[/QUOTE] The brush is a func_dustmotes. It's simply a bunch of little sprites moving up an down.
Oh. I thought it was a separate sprite in itself. Technically you could spam a bunch of tiny sprites to reproduce that effect...
[QUOTE=robowurmz;15279067]Oh. I thought it was a separate sprite in itself. Technically you could spam a bunch of tiny sprites to reproduce that effect...[/QUOTE] Too much potential for lag.
Pretty nice idea, as long as theres a good selection of animated textures and sounds.
[QUOTE=grea$emonkey;15279349]Too much potential for lag.[/QUOTE] Hardly.. use a particle effect.
[QUOTE=Killergam;15279354]Pretty nice idea, as long as theres a good selection of animated textures and sounds.[/QUOTE] Well, I will be adding youtube video capability.
I suppose you don't really _have_ to add the projector beam effect if it turns out to be too difficult. I suppose getting the actual video display working is the main concern.
Very true. Xyxen, thomasfn, and I are trying to figure out the env_projectedtexture and RT crap.
Good luck. :D
[QUOTE=maurits150;15283918]Good luck. :D[/QUOTE] Thanks. I'll need it.
Is this out yet :P, Just kidding, can't wait to have movie night in my server.
Still having some help. Xyxen has been looking at the source code of env_projectedtexture, and thomasfn has been great by helping me with the RT shit. I fear the env_projectedtexture is not going to work with this. I'm going to do some more digging tonight and tomorrow.
I looked at the valve wiki, and it seems env_projectedtexture accepts the name of a VTF as a string rather than a VMT which complicates things. If there was a way to dynamically render to a VTF, or have the VTF act as a "middle man" which in fact represents a VMT or a RT texture, then we could probably pull this off. That's why animated textures don't work, since the animation is setup in a VMT - the VTF just holds the source image content.
[QUOTE=thomasfn;15308786]I looked at the valve wiki, and it seems env_projectedtexture accepts the name of a VTF as a string rather than a VMT which complicates things. If there was a way to dynamically render to a VTF, or have the VTF act as a "middle man" which in fact represents a VMT or a RT texture, then we could probably pull this off. That's why animated textures don't work, since the animation is setup in a VMT - the VTF just holds the source image content.[/QUOTE] Correct. I also have a feeling that we have to do something special to the RT texture for it to work right. There are some differences from flashlight textures and any other kind. Anything else I use looks really funky. I'm going to try and copy the player flashlight VTF properties into our custom projector RT texture and see what happens.
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