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FadeRadialBlur not being gradual - Printable Version

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FadeRadialBlur not being gradual - Damascus - 12-12-2012

For some reason, when I use FadeRadialBlur in my script, the blur doesn't occur gradually, but happens immediately, no matter what I set the Speed value to. Anyone know what could be wrong?

PHP Code:
void Quest1(string &in asParentstring &in asChildint alState)
{
    
AddTimer(""6.0f"TimerArm");
    
FadeRadialBlurTo(0.05f5.0f);
    
PlayGuiSound("react_breath"0.6f);
    
PlayMusic("TGW_02_Jane.ogg"false0.70.310false);
    
AddEntityCollideCallback("Player""AreaQuest1_2""BreakDoor"true1);
}

void TimerArm(string &in asTimer)
{
    
FadeRadialBlurTo(0.0f5.0f);
    
AddQuest("Dead""Dead");




RE: FadeRadialBlur not being gradual - Your Computer - 12-12-2012

The lower the number, the slower it is. You're probably looking for a value no greater than 1 for its speed.


RE: FadeRadialBlur not being gradual - Damascus - 12-13-2012

Thanks man. I had to make it extremely low (0.01 - 0.05) to notice even a small change.

The article should be changed, because it still says this:

afSpeed - time in seconds until full effect


RE: FadeRadialBlur not being gradual - BonesTheRabbit - 01-10-2015

Does anyone know the formula for how the fading speed is calculated? It seems to be related to the intensity. IE: If the intensity is halved, the time it takes to achieve full effect is also halved.

Update: I did some fiddling, and I think that the second value is actually "Number of steps of intensity taken per second." So, hypothetically, if you had an intensity of five, and wanted it to take five seconds to reach that intensity, you would put the second value as 1. I'm not completely certain, though.


RE: FadeRadialBlur not being gradual - MrBehemoth - 01-11-2015

(01-10-2015, 12:20 PM)BonesTheRabbit Wrote: Update: I did some fiddling, and I think that the second value is actually "Number of steps of intensity taken per second." So, hypothetically, if you had an intensity of five, and wanted it to take five seconds to reach that intensity, you would put the second value as 1. I'm not completely certain, though.

That's right, IIRC. In other words:

Code:
float BlurAmount = 0.05f;
float BlurFadeTime = 5.0f;
FadeRadialBlurTo(BlurAmount, BlurAmount/BlurFadeTime);