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FPSC Classic Scripts / Security camera

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far_2005
16
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Joined: 24th Dec 2008
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Posted: 24th Dec 2008 18:47
Hello
i want to know can someone make a security camera that can show other place of map in a monitor near me? or in my screen just a place to show for a moment

thank you and happy new year
Seth Black
FPSC Reloaded TGC Backer
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Location: Pittsburgh, PA
Posted: 24th Dec 2008 20:42
...real time viewing isn't possible at this time.

With some clever planning and scripting, this illusion could probably be created...

Welcome to the FPSC forum...


Plystire
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Posted: 24th Dec 2008 22:23
Hmmm, applying what a camera sees to the texture of an object is a very difficulty task and is normally carefully coded specifically for a game.

The best effect you could do is take a screenshot of the room from where the camera is, then edit that into the monitors texture using photoshop. It'd be easy to do and give a believable monitor to boot.


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Pride
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Location: Eastern USA
Posted: 25th Dec 2008 00:11 Edited at: 25th Dec 2008 00:11
I believe (correct me if I'm wrong) you can use cubemaps. You could apply a cubemap to the moniter...don't ask me how, but I do know how cubemaps work.

Would that work or is FPSC unable to use cubemaps anymore?


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Plystire
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Posted: 25th Dec 2008 04:02
Cubemaps are usually only good for creating reflective surfaces, though. The scroll as the view around the object changes.


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far_2005
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Posted: 25th Dec 2008 09:31
well i think i can't do what i want cuz i need a live camera
xplosys
19
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Playing: FPSC Multiplayer Games
Posted: 28th Dec 2008 03:07
Quote: "The best effect you could do is take a screenshot of the room from where the camera is, then edit that into the monitors texture using photoshop."


Simple and effective idea! After playing Duke Nukem, it's something I've been wanting to do as well. Here is a monitor image you can use (attached) and fill in the center with your screenshot for the camera part. Use SignsIV or your favorite modeling program to create a thin wall mount monitor object.

Best.

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Dar13
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Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 28th Dec 2008 04:25
well with ply's mod you could set up a camera in the place you want the security camera to be. then you would have the security terminal when activated(ie used) and then use the viewcam command and view what the camera sees.

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Plystire
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Posted: 28th Dec 2008 11:07 Edited at: 28th Dec 2008 12:01
@Dar13:

Yeah, that works great too, but I'm thinking he wants to have the "cameraview" in the texture of a monitor entity, which isn't possible.


If I had to code something like this, I would probably use a texture like the one xplosys posted, and have the desired camera rendered to another texture, then merge the two using alpha blending, and finally apply the texture to the object... of course, you would need to know the UV offsets for where the "screen" is going to go on the monitor's texture.

Thinking about it now, setting it up for FPI would be a tad taxing (for the scripter), but entirely possible. The one thing I'm worried about is how much processing power it'll require to do that. The camera image will need to be scaled to fit the area it's going to go in, then it'll have to be run through some sort of blending routine. After that's done, the new texture will need to be applied onto the entity.

If it were to be set up through FPI, I would guess this is how it would go (roughly):


Where "rendcamtotex" would render the camera into the entity's texture, "camtotexcoord1" would be the top-left coordinates of the area that the camera will be rendering to (This coord is the top-left coordinate of the empty space in xplosys' image), and "camtotexcoord2" would be the bottom-right coordinates of that area.


But, this is all just speculation.
There's a starting point and something to munch on if anyone wants to give it a go.


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maikyy
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Posted: 24th Jan 2009 22:00
you can with ply's mod

sorry for my bad english (i am dutch)

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