• Overview

    This camera will simply display an image onto a specific texture someplace else in the level. A good example of this can be found in DM-Insidious where an image of the body in the jar is displayed onto the monitor above..
    Next I normally set up a quick monitor on the wall to see the image on
    (this is up to you.)
    To do this make a brush about 200x200x20 then rotate it to about 45 degrees in the front view (hold down ctrl and right click then drag.)
    Make this brush slightly away from the wall so it is floating in mid air. It does not matter what texture you use for the front but if you may want change the side and back textures. Now make a cylinder about 200 high and 10 for inner and outer radius. Rotate this so it is aligned with the display so it is at the same angle and make a second cylinder but this time make it about 15 in radius. Put this at a steeper angle than the first so it goes through the wall and deintersect this and add it.

  • CameraTextureClient.

    First go to the actor class browser and go to Info and select CameraTextureClient from the top. Right click in your level and click the Add CameraTextureClient Here button and then right click on it and go to properties. In the properties menu go to CameraTextureClient and give it a Camera Tag such as camera1 or something like that. That is all you need to change at the moment.

  • ScriptedTexture

    Next go to the texture browser click File » New and the new material box will come up. For Package set the name as MyLevel, Group to something like Camera and Name to Scripted. Now click the Class button and click Raw Material it should be this by default. Last click the drop down menu for meterial classes and change that to ScriptedTexture.

    Lastly click the new button and the texture properties opens up change the Vclamp and UClamp to 256 and the FallBackMaterial to Engine.DefaultTexture under engine on the texture browser. Now close the texture properties window and go back into the CameraTextureClient properties under the CameraTextureClient section again set the new texture you created to the DestTexture. Also you need to set that texture to the front of your display.

  • Emitter.

    Nearly done! Go into the Actor Class Browser again and select the emitter and right click in your level and place it in the same way you did for the CameraTextureClient. Go into its properties and go to advanced and set bdirectional to true and under events set its tag to the same as the CameraTextureClient in my case camera1 and now put it in to position where you want it moving/rotating the red arrow in the direction you want the camera to face.

  • Rotating cameras and Some Good Tips.

    make the camera views rotating ? very simple Remember the rotating skybox ? well, that's basicly it.

    select the "CameraTextureClient " actor from > Actor browser > Info > CameraTextureClient

    Select the one you set up in map. make the settings as i told before > Camera tag = the emmiter event tag as viewer. > DestTexture = the scripted texture wich views the arena from Emitter. > FOV = watch out, the larger the FOV, the larger the LAG "can" be. > RefreshRate = the map refresh view same as FOV = watch out.

    Now, for the rotating stuff >

    Emitter > properties > Movement > FixedRotationDir > True Physics > PHYS_Rotating (just like any actor can do) RotationRate > 20000 (this is real speed, not too fast nor too slow) Again, watch out for this, the faster the camera view rotates (emitter) the more lag it will cause.

    Chose an angle of 45 for rotating cameras, you may use 60 or 90 for non-rotating cams.