SayWhatOneMoreTime Posted December 10, 2017 Is there a way I can make cameras in doom builder to where they are displaying in real time? 0 Quote Share this post Link to post
Nevander Posted December 10, 2017 They do already. If you use a camera thing in a map, it shows what's going on in the map where the camera is. 0 Quote Share this post Link to post
SayWhatOneMoreTime Posted December 10, 2017 @Nevander How would I do that? (And yes I know I put this in the wrong category) 0 Quote Share this post Link to post
Albertoni Posted December 10, 2017 Not inside Doom Builder, or even GZDoom Builder. You have to run the game to see the cameras working. Same with portals. 0 Quote Share this post Link to post
cortlong50 Posted December 11, 2017 (edited) https://zdoom.org/wiki/Cameras https://zdoom.org/wiki/SetCameraToTexture from the animdefs wiki (youll need to define a texture for the camera to display to in animdefs) CAMERATEXTURE <texture name> <width> <heigth> [fit <width> <height> [worldpanning]] //put this part in animdefs and define the texture parameters Define a texture that can be drawn into. You have to specify a name and a size. If <texture name> is an existing texture the image will be scaled to fit that texture's size. Optionally, you can also specify the size the image will be scaled to with the FIT keyword. Adding the worldpanning keyword makes camera textures pan in world units instead of texture units. Square textures use less memory than non-square textures. However, if you want to use a camera that can see the texture it renders into, you should use a non-square texture. You have to use the SetCameraToTexture ACS command to specify the image this texture shows. Edited December 11, 2017 by cortlong50 0 Quote Share this post Link to post
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