You can add ff_motionblur 0 to your world spawn, and then trigger it back on with a short timmer so that you start with a fresh blur.
When i used that feature, many of the triggers where messing with the existsing convars, i had a motion blur at such a low value it was not noticable, and then pumping the value up to represent what i was after. When you sprint the blur was pumped up, when you got hit by an explosive, it was pumped up, etc. -------- Owner Nigredo Studios http://www.nigredostudios.com --- On Wed, 17/11/10, Igoreso <igor...@inbox.ru> wrote: From: Igoreso <igor...@inbox.ru> Subject: Re: [hlcoders] Old-school motion blur on Orange box To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com> Received: Wednesday, 17 November, 2010, 9:27 AM Ok guys, I figured out alt-tab issue (that's was my mistake lol) and I have last question: How do I clean what was rendered in motion blur? I need to do that because when I load new map I see old transparent image over new one. if ( ( fNextDrawTime - gpGlobals->curtime ) > 1.0f ) { fNextDrawTime = 0.0f; // need to clean motion blur stuff here return; } _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders