danke hab, ich hab schon ne anleitung im the wall forum gefunden.
und die besagte camera fgd muss in den bin ordner wo auch hammer.exe und co. sind
1. Make a PointEntity called point_camera
2. SmartEdit should be off
3. The Keyvalues are:
angles (this is the direction the camera points)
FOV (this is the field of view of the camera in degrees [ex: 90])
targetname (this is the name of the camera)
parentname (parent the camera to an object)
4. Make a SolidEntity called func_monitor
5. SmartEdit should be off
6. The keyvalues are:
target (this is the name of the camera you wish to display from)
targetname (this is the name of the monitor)
renderfx (Render FX [0-26])
rendermode (Render Mode [0-10])
renderamt (FX Amount [0-255])
rendercolor (color of the screen expressed in R G B [ex: 255 255 255])
disableshadows (disable shadows? [0 = no, 1 = yes])
disablereceiveshadows (disable receiving shadows? [0 = no, 1 = yes])
inputfilter (?)
startdisabled (start disabled? [0 = no, 1 = yes] can be enabled through the "Toggle" input)
solidity (is the screen solid? [0 = toggle, 1 = never solid, 2 = always solid])
parentname (parent the screen to an object)
7. Apply either the 'dev_tvmonitornonoise' texture or the 'dev_tvmonitor1a' texture to the displaying surface(s) of the func_monitor.
8. Everything should work fine