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Motion blur - Printable Version

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Motion blur - Ludvearty - 07-22-2012

Hello,

I would like to know if it is possible to code Motion Blur for Amnesia. I think it is not possible to add MB effects to a given map using the basic engine script functions. I noticed it was implemented in Penumbra and read the PostEffect_Motion_fp.cg code (located in redist\core\programs\ folder).
Do you think it would be a good idea to customize my Amnesia source files in order to develop an appropriate related script function ?

Best regards,

Ludvearty


RE: Motion blur - Danny Boy - 07-22-2012

nope. you can not.


RE: Motion blur - Ludvearty - 07-22-2012

Ok but can you explain why please ^^'

Thank you for the fast answer !


RE: Motion blur - Traggey - 07-23-2012

The engine is not open source, you can't add new code to the game iself as far as I know.

As I do not know jack shit about the whole scripting/programing thing though you are most welcome to consider this reply complete bullshit.


RE: Motion blur - Ludvearty - 07-23-2012

I understand that but is there any way to achieve this result ??
I know i can change specific files (like for the radial blur, etc) that are linked to that kind of effect... Maybe there is a way to change or create a new that could be called for the entire game...?

Thanks a lot !


RE: Motion blur - Your Computer - 07-23-2012

What's wrong with FadeImageTrailTo?


RE: Motion blur - Ludvearty - 07-23-2012

I was searching this function.. thanks ^^
However it's not the effect I'm looking for, unfortunetly :/

This effect's (wich is a simple sanity effect) is like a "retard" blur, witch only printscreen the layer and let this shot keep appearing (the result is kinda gross I think). I'm looking for a way to change a lil bit the corresponding file to get closer to the Penumbra's motion blur effect.

This file is in the \redist\core\shaders\posteffect_image_trail_frag.glsl file (I think)

Thank you to take a look !

Ludvearty


RE: Motion blur - Ludvearty - 07-26-2012

Hi there

I maybe have a solution, which is simply to create a .glsl file for the effect.
I just need to know how those files are used by the hp script and the engine.

For example, posteffect_radial_blur_frag.glsl lets appear some variables that are used as arguments when we call the function FadeRadialBlurTo(..,..).

Any ideas ? Thanks !

Ludvearty