Source Filmmaker

Source Filmmaker

RT_Camera Panels
104 Comments
Ambrose Boa Bowie 4 Apr @ 5:01am 
im assuming this is an addon for RT camera? where is the actual RT camera or am i missreading something and this is the actual RT camera
Pte Jack  [author] 3 Jun, 2023 @ 9:05am 
This is not a reflective surface model, it is like a movie screen that captures output from a second camera.
Gameboi27 2 Jun, 2023 @ 4:27am 
my dude... this is to friking complicated I just wanteda damn reflective surface not a entire program thing.
nuxx1876 28 Feb, 2022 @ 9:53pm 
at the step where i have to copy the camera to the monitorCameras folder, whenever i try to paste it won't let me, but for some reason will let me create a new camera with no corresponding dag
Titus 19 Mar, 2021 @ 6:49pm 
Thank you for the rt cameras, my man
MARK2580 1 Mar, 2021 @ 11:17am 
Check out my workshop) Of course I have a skill. I just had the same idea, but I saw that someone had already done it. True, when I started trying to put this mesh in the frame of the mirror ... well, you know the rest) I'll have to make my own version with blackjack and a green screen :lunar2019grinningpig:
Pte Jack  [author] 1 Mar, 2021 @ 11:08am 
It is not possible to scale a bone on an individual axis in SFM, (not without some serious python coding) that I know of. So you select the model type that is closest and scale it into the frame. As for other stuff, this what was asked for at the time I created it and that is what I produced.

If you want to make a new model because this one doesn't meet your needs and you have the skills to do it, then please, go for it, but don't criticize something or someone just because you think it's not useful.

As for green screens, there are tons of different green, blue, red, paintable (including my PGS Bubble) type screens already available in the workshop.
MARK2580 1 Mar, 2021 @ 6:11am 
scale transform on the main bone, not the root transform) :lunar2019deadpanpig: What is it like ? Is it possible to somehow scale the model separately in height and width ?
I just wanted to make my own version, because the problem is not only in size, but sometimes it is necessary for the mirror to be lighter/darker + you can add various effects if the model will be used as a monitor + you can make a greenscreen, bluescreen, etc. skin. There are a lot of things that will make the model more functional.
Pte Jack  [author] 28 Feb, 2021 @ 11:43pm 
But that said, have you tried scaling the model (scale transform on the main bone, not the root transform) in to the frame you need? That retains the texture tessellation and then you can tweak it into place (in very small movements)
Pte Jack  [author] 28 Feb, 2021 @ 11:39pm 
I don't know about that, 3293 (-1) seem to find these useful...
MARK2580 28 Feb, 2021 @ 5:03am 
This means that such a model is useless, you can see for yourself that it is not possible to fit it into the mirror frame. The camera image is square, the tall version is already initially stretched.
Pte Jack  [author] 28 Feb, 2021 @ 4:36am 
Would like to comply, however, this is a model and the model is unwrapped to use a texture. If the model is stretched on one axis, the texture is going to stretch with it. just like if you pulled the upper spine bone away from the pelvis on the sniper, the textures stretch. If you want to maintain the image, you have to scale proportionally.
MARK2580 27 Feb, 2021 @ 2:56pm 
Hello. I would like to suggest improving your model. For example, I have a rectangular mirror, and you have a rectangular version of the model, but when you change the size, the model shrinks along all axes and it is impossible to fit the model into the required dimensions. In general, as an option, you can make flex controllers, with which you can resize separately vertically and horizontally. Or attach bones around the edges. https://i.imgur.com/QQ5r0H4.jpg
Pte Jack  [author] 24 Apr, 2020 @ 8:52am 
The RT_Camera produces an image at a certain resolution, the screen accepts the image as a skin, just like any other model.

So if you start pulling, stretching or shrinking the screen outside the Length by Width dimensions of the original model, you're going to get texture warp.

That's why I provided the different dimensional models in this pack, Square, Horizontal and Vertical Ovals, Circle and the 16x9 (to keep the aspect with most shot cameras) rectangles.

Also, resolution is affected by the -monitortexturesize command you use in your SFM start up command. This is like setting up a model using 64 pixels compared to setting up a model with 4k type textures.
The default is 256 pixels, if you want cleaner resolution to have to add something like -monitortexturesize 2048 (for 2 k resolution) or -monitortexturesize 4096 (for 4k resolution) to your SFM start up command using the Steam Client.
iLumiX 23 Apr, 2020 @ 9:18pm 
Sorry if this question has already been answered, but when using the RT_Panel, why is it so... streched in? Like the resolution is screwed, and even when messing with the fieldOfView it still remains the same.
Pte Jack  [author] 25 Feb, 2020 @ 8:03pm 
I've only been able to load 1 RT Camera, but can broadcast that to multiple RT screens.
Candle 25 Feb, 2020 @ 5:00am 
Can there be more than one at a time? As in two panels and two RT cameras. Would be very useful for Portal stuff if it is.
Secrios 4 Sep, 2019 @ 11:50am 
I placed the launch code in and all it does is stretches it vertically
galunga 21 May, 2019 @ 2:22am 
wonderful
Taylor Swift 31 Mar, 2019 @ 10:03am 
thanks a lot!!
Pte Jack  [author] 31 Mar, 2019 @ 9:44am 
I haven't been able to make multiples and I don't think it is possible in SFM. At least I have not seen anyone accomplish it.
Taylor Swift 31 Mar, 2019 @ 8:43am 
thanks this is very helpful. You wouldn't happen to know how to make multiple RT cameras i none scene would you?
Dummpkopf (ako) 6 Mar, 2019 @ 5:28pm 
ok so I've read through the comments to see if someone already asked this, and ... eeeh I was gonna type a comment here but I better create a discussion because it's a little bit long :P
Dummpkopf (ako) 6 Mar, 2019 @ 5:18pm 
woOOOAAAH THIS IS COOL
but um I tried to make a mirror with this and it GOES COMPLETELY NUTZ like it rotates too much and it doesn't look right ? and then I was like "Oh duh this is supposed to be used for a TV or something, I am stupid" but I still wanna use it for a mirror.

sooo is there any easy way / tutorial on how to do that right?
Arthur 28 Oct, 2018 @ 11:23pm 
Oh wait so i did screw up sorry
Pte Jack  [author] 28 Oct, 2018 @ 11:23pm 
Add the scale control to the bip_pelvis bone
Arthur 28 Oct, 2018 @ 11:21pm 
adding scale control to model
Pte Jack  [author] 28 Oct, 2018 @ 11:20pm 
?? What do you mean. It's like a tv screen, the scale is based on the camera shooting to it.
Arthur 28 Oct, 2018 @ 11:18pm 
Does add scale to model affect it ?
Pte Jack  [author] 28 Oct, 2018 @ 11:18pm 
Then you haven't followed the instructions properly.
Arthur 28 Oct, 2018 @ 11:13pm 
Followed instructions still doesnt work
Phobias 10 Sep, 2018 @ 4:52am 
Yes and the camera works. Just the resolution won't change.
Pte Jack  [author] 10 Sep, 2018 @ 12:10am 
Did you set up the rt camera like in the video i linked in the description?
Phobias 9 Sep, 2018 @ 6:45pm 
well I've kept the command apart but it won't work. I even tried -monitortexturesize 1024 and got nothing.
Pte Jack  [author] 9 Sep, 2018 @ 4:16pm 
Sorry that should have been -monitortexturesize 2048
Pte Jack  [author] 9 Sep, 2018 @ 4:12pm 
What that last picture says is -monitortexturesize 2046. Make sure there is a space between the command and the resolution size
Phobias 9 Sep, 2018 @ 12:38pm 
You say to add "-monitortexturesize" followed by the desired resolution number which didn't work for me. Yet I couldn't help but notice in the last pic it looks like you wrote a lot more than just
"-monitortexturesize" I can't make it out what it says but it looks like several words numbers and other characters
Pte Jack  [author] 20 Aug, 2018 @ 4:20pm 
Most times these are rt_camera textures that already part of the model. The VMT for these type of textures is very specific in what needs to be called in order to display the rt_camera. If youre adding things to an already existing model, it requires the VMT be rewritten, named and located in the same place as the original material (r in a mod folder that has a higher priority than the original have the same path and file name.) Override materials ($basetexture doesn't work because the original VMT is still being called and does not have the required commands for a RT_Camera.
CGI Slam 20 Aug, 2018 @ 4:02pm 
Nvm, it just applies when you do the stuff in the tutorial. I was trying to figure out how to put an rt cam on some glasses that looked reflective in the viewport. It was prob just a cubemap, but I'd seen the same thing for an astronaut model on the workshop.
Pte Jack  [author] 20 Aug, 2018 @ 3:59pm 
Not really sure what you want to do here, what do you mean apply it to a light? This is an actual model that is a screen for the rt_camera, not a texture.
CGI Slam 20 Aug, 2018 @ 3:02pm 
wait but how do you apply this to a model instead of a light? I watched doc's tutorial
Pte Jack  [author] 12 Feb, 2018 @ 11:13am 
Excelent
Asher 12 Feb, 2018 @ 9:25am 
Thank you so much for this mod! My latest poster would've been impossible to make without this mod! :steamhappy: I'll definitely be using the RT Panels again in future!
Delta Aether 19 Apr, 2017 @ 4:42pm 
Omg thank you so much! ^^
Pte Jack  [author] 17 Mar, 2017 @ 10:06pm 
so you missed this in the description above then...

Ok, so now the textures of your RT_Camera look a little fuzzy, this is because the default texture size of the RT_Texture is defaulted to 256. To fix this, open the startup parameters for SFM (steam Client, SFM properties, set launch options). Add -monitortexturesize xxxx where xxxx is the resolution you want the texture to project to your launch options. (I set mine to 2048) Just remember the higher the res, the longer the render...
Bonser 17 Mar, 2017 @ 3:01pm 
What exactly do I type in the launch option for the texture? I can't read it in the picture
Pte Jack  [author] 5 Mar, 2017 @ 11:39pm 
did you restart SFM after making the change to the Startup options and did you set that option up properly, no spelling mistakes?

As for your other question, you're displaying a camera on a piece of mesh via a texture. You can try playing with the vmt, but, as far as I'm concerned what you get with these panels is enough for me,
Kimberly 5 Mar, 2017 @ 2:02pm 
pie jack i did the monter -monitortexturesize to 2048 like shown in the thurid picture and mine still look like 256 i dont know how to fix this and is ther a way to show AO and Progesive refinment in the RT camrea sorry if this is a redundint qestion but help would be aprecated thank you.
p.o.p. by marina 24 Feb, 2017 @ 5:28pm 
I'm really confused.
p.o.p. by marina 24 Feb, 2017 @ 5:28pm 
Tutorial doesn't really help me.