Remember the useless scanlines?
nrby
Join Date: 2002-03-05 Member: 270Members
I made some textures to use as a filter in front of a trigger camera to give the appearance of night vision and a little static, it's just a test but looks ok for now.
You can't see the filter in front of the trigger_camera, but you can when you use the cam.
I'm eventually going to add some security stations around the map which link to cameras in other parts (obviously not hives or marine spawn) but maybe resource nodes or key areas.
In addition, i'll add some text (such as ``camera 1 - Corridor 6'' etc) and maybe some scrolling static on a conveyer
<img src="http://csnation.counter-strike.net/barney/personal/ns_cam.jpg" border="0">
<!--EDIT|n@rby|June 14 2002,13:50-->
You can't see the filter in front of the trigger_camera, but you can when you use the cam.
I'm eventually going to add some security stations around the map which link to cameras in other parts (obviously not hives or marine spawn) but maybe resource nodes or key areas.
In addition, i'll add some text (such as ``camera 1 - Corridor 6'' etc) and maybe some scrolling static on a conveyer
<img src="http://csnation.counter-strike.net/barney/personal/ns_cam.jpg" border="0">
<!--EDIT|n@rby|June 14 2002,13:50-->
Comments
I was under the impression that trigger_camera (or whatever the entity is called) was broken in NS.
i would assume he's placing a func_illusionary with all sides set to transparent except the one facing the camera entity. Or something along those lines.