Info_camera_link errors Created 17 years ago2006-08-24 15:50:10 UTC by chrispy chrispy

Created 17 years ago2006-08-24 15:50:10 UTC by chrispy chrispy

Posted 17 years ago2006-08-24 15:50:10 UTC Post #194409
I have three different screens In one room, two cameras and two info_camera_link's. I tie all of the brushes to func_brush ent's, and texture them with a dev_monitor texture. I then name two of the screens 'smallscreens' and the last 'largescreen' I use the differnt camera links with the different cameras and the smal and big screens, but all screens get the same feed. Whats with that?
Posted 17 years ago2006-08-24 15:56:00 UTC Post #194410
Now don't take my word for it but in my opinion it can't be done on multiple screens...Or Valve would have done it in HL2.

You can only have one screen that changes or multiple screens that change but all have the same thing.

But don't take my word...I'm not sure.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-08-24 16:05:37 UTC Post #194413
I can't see why not though. Each has its own link and camera.
Posted 17 years ago2006-08-24 16:54:56 UTC Post #194420
It's due to a material limitation. Only one scene can be mapped on one material type at a time.
Posted 17 years ago2006-08-25 06:24:04 UTC Post #194477
Oh, I see. Thanks for your help.
Could I use a func_monitor if I want multiple screens?
Posted 17 years ago2006-08-26 23:18:00 UTC Post #194704
Nope.

Without coding, there is nothing you can do to make multiple screens showing different areas. You can only have different screens showing the same area.
Posted 17 years ago2006-08-27 19:32:31 UTC Post #194847
OK, I get ya. Thanks anyway
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