adding a blur

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elfie
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adding a blur

Post by elfie »

Alright, hopefully a basic Q&A with this one, how do you add a blur to the map? I added all the lines that I could find mentioning a blur in the .fx file, but is there a line in the sky file I need to add too? Thanks in advanced, here is my Fx file also:
Hidden/Spoiler:
[code]Effect("ColorControl")
{
Enable(1);
XBOX()
{
GammaBrightness(0.48);
GammaContrast(0.54);
}
PC()
{
GammaBrightness(0.48);
GammaContrast(0.55);
}

}


Effect("hdr")
{
Enable(1)
DownSizeFactor(0.25)
NumBloomPasses(3)
MaxTotalWeight(1.0)
GlowThreshold(0.5)

GlowFactor(1.0)

}



Effect("Blur")
{
PS2()
{
Enable(1);
Mode(1)
ConstantBlend(0.35)
DownSizeFactor(0.35)
}
PC()
{
Enable(0);
Mode(1)
ConstantBlend(0.3)
DownSizeFactor(0.25)
}
XBOX()
{
Enable(1);
Mode(1)
ConstantBlend(0.3)
DownSizeFactor(0.25)
}
}


Effect("Godray")
{
Enable(1);
MaxGodraysInWorld(100);
PS2()
{
MaxGodraysOnScreen(3);
}
PC()
{
MaxGodraysOnScreen(10);
}
XBOX()
{
MaxGodraysOnScreen(3);
}
OffsetAngle(0.000000);
DustVelocity(0.1, -0.2, 0.0);
MaxViewDistance(30);
}


Effect("Water")
{

// general parameters
PatchDivisions(4,4);

// ocean parameters
OceanEnable(0);

// water event parameters
WaterRingColor(148, 170, 192,255);
WaterWakeColor(192, 192, 192,255);
WaterSplashColor((192, 192, 192,255);



// PS2 parameters
PS2()
{
Tile(2.0,2.0);
Velocity(0.0,0.0);
LODDecimation(8);
MainTexture("fel1_water");
MinDiffuseColor(32, 40, 32, 188);
MaxDiffuseColor(128, 130, 128, 188);
BorderDiffuseColor(160, 160, 160, 255);
SpecularColor(192, 222, 192, 152);
SpeckleSpecularColor(200, 200, 200, 150);
SpeckleAmbientColor(50, 50, 50, 80);
SpeckleTextures("water_specularmask_",25, 4.0);
SpeckleTile(5.0, 5.0);
SpeckleScrollSpeed(0.11,0.11);
SpeckleCoordShift(5.0,5.0);
LightAzimAndElev(1.0,0.0);
OscillationEnable(0);
}


// XBOX parameters
XBOX()
{
Tile(2.0,2.0);
NormalMapTextures("water_normalmap_",16,8.0);
LODDecimation(1);
RefractionColor(5, 217, 255, 255);
ReflectionColor(255,255,255,255);
UnderwaterColor(61, 124, 144, 128);
FresnelMinMax(0.3,0.4);
Velocity(0.01, 0.001);
OscillationEnable(0);

}

// PC parameters
PC()
{
Tile(2.0,2.0);
MainTexture("fel1_water");
LODDecimation(1);
RefractionColor(5, 217, 255, 255);
ReflectionColor(57,90,138,255);
UnderwaterColor(61, 124, 144, 128);
FresnelMinMax(0.3,0.4);
FarSceneRange(1500)

NormalMapTextures("water_normalmap_",16,8.0);
BumpMapTextures("water_bumpmap_",16,8.0);
SpecularMaskTextures("water_specularmask_",25, 4);
SpecularMaskTile(3.0, 3.0);
SpecularMaskScrollSpeed(0.0,0.0);
Velocity(0.01,0.01);
OscillationEnable(0);

}

}



Effect("MotionBlur")
{
Enable(1);
}

Effect("ScopeBlur")
{
Enable(1);
}


SunFlare()
{
Angle(120.000000, 60.000000);
Color(215, 215, 255);
Size(5.0);
FlareOutSize(20.0);
NumFlareOuts(50);
InitialFlareOutAlpha(70);
HaloInnerRing(9.0, 60, 60, 255, 200);
HaloMiddleRing(20.0, 40, 40, 255, 100);
HaloOutterRing(40.0, 10, 10, 128, 0);
SpikeColor(200,200,245,128);
SpikeSize(16.0);
}

Effect("Shadow")

{

Enable(1)
BlurEnable(0)
Intensity(0.1)

}

[/code]
FragMe!
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Re: adding a blur

Post by FragMe! »

This may sound silly but have a look at the BF2lighting.doc near the bottom I think they talk about blur and hdr
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elfie
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Re: adding a blur

Post by elfie »

Actually yeah it did. I got it enabled, but it isn't as blury as i expected, how do I "up" the blur?
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