Halloween is coming...

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spongylover123
944 Posts
Posted Oct 21, 2011
Replied 12 minutes later
I know another one

Sv_enablemotionblur

mat_motion_blur_falling_intensity

mat_motion_blur_falling_max

mat_motion_blur_falling_min

mat_motion_blur_forward_enabled

mat_motion_blur_percent_of_screen_max

mat_motion_blur_rotation_intensity

mat_motion_blur_strength

I found this also

Sixense_Mode

(they're all integer commands)

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Robdon
204 Posts
Posted Oct 22, 2011
Replied 4 hours later

MasterLagger wrote:
I tried testing all 3 ways mentioned above, and none of them worked. Maybe it doesn't work in Portal 2.

Attached is an example, blur is triggered by a LogicAuto on OnMapSpawn

It works on my Portal 2.

Rob.

Attachments
blur.vmf
0.01 MB 30 downloads
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MasterLagger
1,695 Posts
Posted Oct 22, 2011
Replied 11 hours later

Robdon wrote:
MasterLagger wrote:

I tried testing all 3 ways mentioned above, and none of them worked. Maybe it doesn't work in Portal 2.

Attached is an example, blur is triggered by a LogicAuto on OnMapSpawn

It works on my Portal 2.

Rob.

Oh, so there is an option of adjusting the blur motion and enabling the blur.
Edit: Okay, there isn't a option of enabling the blur motion. I may look at the download.

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beecake
484 Posts
Posted Oct 22, 2011
Replied 3 hours later
How do i make a dynamic move with a track_train?
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MasterLagger
1,695 Posts
Posted Oct 22, 2011
Replied 2 minutes later
@ beecake: maybe parenting dymanic to track_train?

@Robdon: I checked the blue.vmf and couldn't find out why it isn't working. Is there anything else that you did besides logic_auto and player_proxy?

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beecake
484 Posts
Posted Oct 22, 2011
Replied 2 minutes later

MasterLagger wrote:
@ beecake: maybe parenting dymanic to track_train?

Yes lol... I tried that

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Robdon
204 Posts
Posted Oct 23, 2011
Replied 10 hours later

MasterLagger wrote:
@Robdon: I checked the blue.vmf and couldn't find out why it isn't working. Is there anything else that you did besides logic_auto and player_proxy?

Nope, that was all.... strange it doesnt work for you.

If you want, attach or send me your vmf and I can take a look...

Rob.

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HMW
806 Posts
Posted Oct 23, 2011
Replied 4 hours later
Valve use the playerproxy - SetMotionBlurAmount method at the end of the game, when you fire "that one last portal".
Perhaps it depends on your video settings / card if it works or not?

You can also use color correction to create some pretty freaky effects. (I'm almost certain that the advisor effect uses color correction, among other things.)

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MasterLagger
1,695 Posts
Posted Oct 23, 2011
Replied 2 hours later
I took a look at Robdon's blur and my map, the only possible reason I can think of is that Robdon's map start's without being in an elevator.
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Robdon
204 Posts
Posted Oct 23, 2011
Replied 58 minutes later
Not sure whats causing it not to work in your map.

Try taking a copy of your map, and then strip out big chunks of it, until the blur starts working.

Maybe you have something in your map that is causing problems with it.

It should work...

Rob.

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MasterLagger
1,695 Posts
Posted Oct 23, 2011
Replied 6 hours later
I abandoned the advisor effect. I have other stuff that will be a good substitute. I'm completely done with my map, but I won't release it till the 31st.
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beecake
484 Posts
Posted Oct 24, 2011
Replied 18 hours later

MasterLagger wrote:
I abandoned the advisor effect. I have other stuff that will be a good substitute. I'm completely done with my map, but I won't release it till the 31st.

I learned some stuff by making a map bit i dont Think i Will ever complete it... Instead i Will try the time machine effect :biggrin:
(damn iPhone auto correct)

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MasterLagger
1,695 Posts
Posted Oct 24, 2011
Replied 51 minutes later
Is anyone else making Halloween maps?
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Lpfreaky90
2,842 Posts
Posted Oct 27, 2011
Replied 3 days later
I don't think so :wink:
But who knows :biggrin:
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MasterLagger
1,695 Posts
Posted Oct 27, 2011
Replied 56 minutes later
Too bad there wasn't a Halloween Contest. On a unrelated note, I heard the summer contest winners maps will appear on the 2nd DLC, but that might already be old news.