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 Post subject: Blur Motion and Anisotropy Filter - Test *Edit: RELEASED ✔*
PostPosted: Fri Nov 23, 2012 4:15 pm 
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Joined: Sat Sep 17, 2011 3:14 am
Posts: 1113
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*Edit: RELEASED ✔*
post3708.html#p3708

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 Post subject: Re: Blur Motion and Anisotropy Filter - Test
PostPosted: Fri Nov 23, 2012 6:04 pm 
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that's really nice man. will this work ingame?


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 Post subject: Re: Blur Motion and Anisotropy Filter - Test
PostPosted: Sat Nov 24, 2012 4:53 am 
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Ye, it could work for jk2. As those graphics are possible in JKA and other Quake Engine games, it's kinda a matter of copy&paste the codecs. :|

However ATI CCC supports manipulations for OpenGL graphics and coloration.. that's the closest method one can come to it by now I guess :/
The new graphics in the images are the result of NetRadiant which is 1 generation after jk2's gtk radiant (it's a map compiler)..
and jk2 can't handle Netradiant

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 Post subject: Re: Blur Motion and Anisotropy Filter - Test
PostPosted: Mon Nov 26, 2012 3:49 pm 
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Joined: Fri Jan 06, 2012 10:56 pm
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