Blurry window effect

Blurry window effect

Re: Blurry window effect Posted by Zareh on Wed Jan 5th 2005 at 8:57pm
Zareh
2 posts
Posted 2005-01-05 8:57pm
Zareh
member
2 posts 0 snarkmarks Registered: Jan 5th 2005
Hi there,

Does anyone know how to re-create the blurry window effect you see in
the d2_coast map, where as you get closer to a window, the less blurry
the view gets, and as you step back the window gets more blurry?

Here are 2 screenshots to illustrate what I mean:

User posted image

User posted image
Re: Blurry window effect Posted by Leperous on Wed Jan 5th 2005 at 9:04pm
Leperous
3382 posts
Posted 2005-01-05 9:04pm
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
Is it a func_areaportalwindow entity, Bob?
Re: Blurry window effect Posted by Zareh on Thu Jan 6th 2005 at 9:38am
Zareh
2 posts
Posted 2005-01-06 9:38am
Zareh
member
2 posts 0 snarkmarks Registered: Jan 5th 2005
I played around with func_areaportalwindow, and it seems like its very
close to the behavior I showed in the above examples, as I approach the
brush, it begins to fade away, the effect that is missing is the blurry
effect when the player is further away, what could control this?

I ran surfaceprop on the bursh and I got this:

] surfaceprop

Hit surface "glass" (entity func_breakable, model "*7" Translucent. ),
texture "maps/d2_coast_10/glass/glasswindow017a_-4873_-235_1417"

Is the blurr effect done using a special texture? a special model?

How can I find out how Valve did this effect?

[edit]

Could this effect be some type of overlay maybe?

Maybe a shader?

[/edit]