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 Post subject: RoE's ARB motion blur ?
PostPosted: Fri Jun 22, 2012 9:20 pm 
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There is motion blur ARB shader in RoE, but I am not sure if it's used at all. Does engine have to be modified to utilize it or just game code needs to invoke it somehow? Has anyone made use of motion blur yet? (of so, how)


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 Post subject: Re: RoE's ARB motion blur ?
PostPosted: Fri Jun 22, 2012 11:39 pm 
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motorsep wrote:
There is motion blur ARB shader in RoE, but I am not sure if it's used at all. Does engine have to be modified to utilize it or just game code needs to invoke it somehow? Has anyone made use of motion blur yet? (of so, how)


There are two partially defined script events in the SDK: motionBlurOn and motionBlurOff but they don't reach any SDK code.

There is textures/smf/motionblur shader in smf.mtr

monster_hunter_helltime.def has references to motionBlurOn and motionBlurOff but like I said, they don't seem to reach any code.

Looks like an unfinished feature.

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 Post subject: Re: RoE's ARB motion blur ?
PostPosted: Fri Jun 22, 2012 11:40 pm 
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It's used in the introduction of RoE.

It's not the sort of standard motion blur you're looking for though. In saying that there are a few doom 3 motion blur mods I think around on the forums somewhere.

Search function is handy ;)

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 Post subject: Re: RoE's ARB motion blur ?
PostPosted: Fri Jun 22, 2012 11:53 pm 
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Ahh, unfinished feature. Gotcha. Thanks guys.

What about portal sky? Is it a finished feature of RoE?


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 Post subject: Re: RoE's ARB motion blur ?
PostPosted: Sat Jun 23, 2012 12:44 am 
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motorsep wrote:
Ahh, unfinished feature. Gotcha. Thanks guys.

What about portal sky? Is it a finished feature of RoE?

Yes that's in there and working. I think a few people have backported it to the base code.

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 Post subject: Re: RoE's ARB motion blur ?
PostPosted: Sat Jun 23, 2012 12:50 am 
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Why back port if RoE code can be used as base? Or was it so people with Doom 3 but with no RoE could make maps with portal skies ?


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 Post subject: Re: RoE's ARB motion blur ?
PostPosted: Sat Jun 23, 2012 4:43 am 
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motorsep wrote:
Why back port if RoE code can be used as base? Or was it so people with Doom 3 but with no RoE could make maps with portal skies ?


Because if you made a mod for RoE exclusively you directly limit your potential install base. If the only feature you wanted from RoE was a skyportal it's foolish to greatly diminish your potential audience because of that feature.

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 Post subject: Re: RoE's ARB motion blur ?
PostPosted: Sat Jun 23, 2012 4:46 am 
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Right, I figured that much :)

Although if I use RoE's code as base for my game, I don't have to worry about limited user base (I assume no Doom 3 C++ code is missing from RoE) :)


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 Post subject: Re: RoE's ARB motion blur ?
PostPosted: Sat Jun 23, 2012 8:27 am 
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motorsep wrote:
Right, I figured that much :)

Although if I use RoE's code as base for my game, I don't have to worry about limited user base (I assume no Doom 3 C++ code is missing from RoE) :)

Correct. 'd3xp' is the 'game' code plus staticly compiled additions. If you make those additions runtime checks instead you get a dll that can run either RoE or standard.

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