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Stipple Alpha Motion Blur

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  • Stipple Alpha Motion Blur

    David Rosen from Wolfire games implemented motion blur in their engine by rendering multiple instances of an object, and using a stipple pattern to blend them together.

    http://cdn.wolfire.com/blog/a/chop.jpg
    http://youtu.be/0EjvtQdTHB0

    It looks pretty nice in motion, and I guess it would be fairly easy to implement compared to other motion blur methods.
    It's cheap and works with shadows. In fact, I'm surprised no one came up with this back in the 90's when tricks like that were more common.

    Anyway, it got me thinking about how it could look in a game like Quake.
    Having motion blur on the grenades would help to show the bouncing arcs.
    Rocketjumping players would get more sense of speed.

    PS: apologies for making a request thread, I know how much everyone hates those

    Last edited by Spiney; 07-04-2011, 12:54 AM. Reason: video

  • #2
    Originally posted by Spiney View Post
    Having motion blur on the grenades would help to show the bouncing arcs.
    Rocketjumping players would get more sense of speed.
    I wanted to do something like that once, except the player was going to leave a trail of alpha'd players behind him; and when he rocketjumped, or attacked with a quad-axe he would make the six-million dollar man sound; in other words:

    DA-na-na-na-na-na-na-naa~
    Last edited by metchsteekle; 07-04-2011, 04:23 AM. Reason: accept, except; they're basicy the same, right?

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    • #3
      Just redraw the model with a variable alpha, updating the draw every 3rd frame..
      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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      • #4
        Rook is right on that. Quake 1 does support transparent models. It's been a option since the Mission Pack releases, you just have to add it via QC. I told Seven about it and it's been used in a couple of his recent death effects. A example is the Invisible Swordsmen death effect - at death a Knight corpse fades in. This same effect can be done through this and using R00k's idea above.
        You could spawn a few duplicate models where each is a couple frames behind the next and you'd get close to the effect you want.

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        • #5
          Originally posted by metchsteekle View Post
          I wanted to do something like that once, except the player was going to leave a trail of alpha'd players behind him; and when he rocketjumped, or attacked with a quad-axe he would make the six-million dollar man sound; in other words:

          DA-na-na-na-na-na-na-naa~
          Crying with laughter over here!

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          • #6
            I cant remember where at the moment, but I've seen this on the engine side (motion blur) and on the quakeC side; using Darkplaces .alpha variable.
            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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