Dastard
Crawler
I are a thinker.
Posts: 342
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Post by Dastard on Sept 1, 2006 22:44:53 GMT -5
You can set projectors to be cameras. Now, basically, all you have to do is make a camera and a camera texture, and set the projector to use it. I thought it would be harder than that, but it's simply point and click, for the most part. Just a little bit of coolness for mappers. If you want a camera tutorial and a projector tutorial, go to Angelmapper.com and go to tutorials. The camera one is the Security Camera tutorial, and the Projector one is just a bit below it. The green circles are zeds that were going after me. This was taken in my WIP Cellar map. the couch is slightly visible above the zeds, and you can't see it well, but the flames from the fireplace are visible and fully animated. This effect could be used in maybe a movie theater level, with the film being played actually a camera of a hallway where the zeds come through. It could also be used for some very slick lighting effects maybe via projectors.
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Dastard
Crawler
I are a thinker.
Posts: 342
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Post by Dastard on Sept 2, 2006 1:10:16 GMT -5
And if it's kinda hard to see, it's because of the texture I projected onto, kindof a mistake there.
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Post by zombieButcher on Sept 2, 2006 4:08:38 GMT -5
A theater map.. awesome idea.
*Pokes Kyben*
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Post by kyben on Sept 2, 2006 10:54:23 GMT -5
Theres only so many maps I can work on at once. Cool idea though Dastard, I'll try and remember this for if I ever want security camera's or something.
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Post by uwasawaya on Sept 2, 2006 13:39:38 GMT -5
Theres only so many maps I can work on at once. Cool idea though Dastard, I'll try and remember this for if I ever want security camera's or something. Yes, but Mr. Razor says you can work on more...
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Post by Doyora on Sept 2, 2006 16:39:07 GMT -5
who's mr razor eyes? ;D
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Dastard
Crawler
I are a thinker.
Posts: 342
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Post by Dastard on Sept 2, 2006 17:42:55 GMT -5
Oh, and I found yet another really cool function of this. Cool emitter shadows! Basically, create your emitter, then subtract a space not attached to the map, make all of the walls white, then duplicate your emitter and make it black or at least dark. Then, set up your camera in that room, and set up the projector to project it and blend it to darken the wall. Voila! It's got that black outline only because I was only testing it out and didn't feel like fiddling around with the settings to get it perfect; the basic idea of it works, and it was only a proof of concept thing. I didn't notice any sort of performance hit from this effect either.
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Dastard
Crawler
I are a thinker.
Posts: 342
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Post by Dastard on Sept 2, 2006 18:17:05 GMT -5
At work on my map. look at the smoke shadow on the left wall, behind the boiler thing.
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Post by kyben on Sept 2, 2006 21:54:04 GMT -5
Dude, your awesome. Bookmarking this thread for when I need it. If you got any other tricks up your sleeve, show them.
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Dastard
Crawler
I are a thinker.
Posts: 342
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Post by Dastard on Sept 3, 2006 1:39:26 GMT -5
Ack, now I feel pressured to pump out stuff, seeing as how one of the top community mappers has bookmarked this thread. I just try things out and sometimes they're cool, like this. Oh, and by the way, in the projector, it's frambufferblendingop none and materialblendingop add that I've noticed works best with the white room black emitter setup for the camera. All the others leave an ugly black square from the projectors, like in my previous two emitter shadow pictures..
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