Ludvearty 
 
 
		
			Junior Member 
			
			
			
 
			
	Posts: 6 
	Threads: 2 
	Joined: Jul 2012
	
 Reputation: 
0
		
	 | 
	
		
			
Motion blur 
			 
			
				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
			 
			
			
			
		 |  
	 
 | 
	| 07-22-2012, 09:51 PM  | 
	
		
	 | 
	
		
		Danny Boy 
 
 
		
			Posting Freak 
			
			
			
 
			
	Posts: 2,718 
	Threads: 85 
	Joined: Mar 2011
	
 Reputation: 
81
		
	 | 
	
		
			
RE: Motion blur 
			 
			
				nope. you can not.
			 
			
			
			
		 |  
	 
 | 
	| 07-22-2012, 10:21 PM  | 
	
		
	 | 
	
		
		Ludvearty 
 
 
		
			Junior Member 
			
			
			
 
			
	Posts: 6 
	Threads: 2 
	Joined: Jul 2012
	
 Reputation: 
0
		
	 | 
	
		
			
RE: Motion blur 
			 
			
				Ok but can you explain why please ^^' 
 
Thank you for the fast answer !
			 
			
			
			
		 |  
	 
 | 
	| 07-22-2012, 11:58 PM  | 
	
		
	 | 
	
		
		Traggey 
 
 
		
			is mildly amused 
			
			
			
 
			
	Posts: 3,257 
	Threads: 74 
	Joined: Feb 2012
	
 Reputation: 
185
		
	 | 
	
		
			
RE: Motion blur 
			 
			
				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.
			 
			
			
			
		 |  
	 
 | 
	| 07-23-2012, 12:12 AM  | 
	
		
	 | 
	
		
		Ludvearty 
 
 
		
			Junior Member 
			
			
			
 
			
	Posts: 6 
	Threads: 2 
	Joined: Jul 2012
	
 Reputation: 
0
		
	 | 
	
		
			
RE: Motion blur 
			 
			
				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 !
			 
			
			
			
		 |  
	 
 | 
	| 07-23-2012, 12:25 AM  | 
	
		
	 | 
	
		
		Your Computer 
 
 
		
			SCAN ME! 
			
			
			
 
			
	Posts: 3,456 
	Threads: 32 
	Joined: Jul 2011
	
 Reputation: 
235
		
	 | 
	
		
			
RE: Motion blur 
			 
			
				What's wrong with FadeImageTrailTo?
			 
			
			
 
			
		 |  
	 
 | 
	| 07-23-2012, 12:25 AM  | 
	
		
	 | 
	
		
		Ludvearty 
 
 
		
			Junior Member 
			
			
			
 
			
	Posts: 6 
	Threads: 2 
	Joined: Jul 2012
	
 Reputation: 
0
		
	 | 
	
		
			
RE: Motion blur 
			 
			
				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
			 
			
			
			
		 |  
	 
 | 
	| 07-23-2012, 12:38 PM  | 
	
		
	 | 
	
		
		Ludvearty 
 
 
		
			Junior Member 
			
			
			
 
			
	Posts: 6 
	Threads: 2 
	Joined: Jul 2012
	
 Reputation: 
0
		
	 | 
	
		
			
RE: Motion blur 
			 
			
				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
			 
			
			
			
		 |  
	 
 | 
	| 07-26-2012, 01:40 PM  | 
	
		
	 |