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FadeRadialBlur not being gradual
Damascus Offline
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Posts: 646
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#1
FadeRadialBlur not being gradual

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: (Select All)
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");


12-12-2012, 10:50 PM
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Your Computer Offline
SCAN ME!

Posts: 3,456
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#2
RE: FadeRadialBlur not being gradual

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

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12-12-2012, 11:48 PM
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Damascus Offline
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Posts: 646
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Joined: Mar 2012
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#3
RE: FadeRadialBlur not being gradual

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

12-13-2012, 01:16 AM
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BonesTheRabbit Offline
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#4
RE: FadeRadialBlur not being gradual

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.
(This post was last modified: 01-10-2015, 12:38 PM by BonesTheRabbit.)
01-10-2015, 12:20 PM
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MrBehemoth Offline
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#5
RE: FadeRadialBlur not being gradual

(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:

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

01-11-2015, 08:27 PM
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