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cellshading in quake 1

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cellshading in quake 1

Postby franqutrass » Fri Jan 15, 2010 7:24 pm

hello a question , maybe you know how can I get Quake 1 on the models and the walls are cellshading as:
XIII:
Image
Image

tanks
:arrow:
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Postby Team Xlink » Fri Jan 15, 2010 7:33 pm

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Postby leileilol » Fri Jan 15, 2010 8:59 pm

That QMB engine did it automatically and it was cool. Problem is it hated Voodoo cards but it's 2010 who uses voodoo in 2010!?!?!
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Postby franqutrass » Fri Jan 15, 2010 9:50 pm

that engine is this code, because I want to "Darkplaces"
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Postby ceriux » Fri Jan 15, 2010 9:51 pm

idk if darkplaces supports cellshading... might have to use csqc?
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Postby franqutrass » Fri Jan 15, 2010 9:59 pm

and if I could give is "source code for the darckplaces"

tanks
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Postby leileilol » Fri Jan 15, 2010 10:04 pm

You want to run over the source of Darkplaces with tanks?

Kidding aside I was discussing celshading in DP the other day. It would have to be done through GLSL than the old "fake invert normal black fat" (XIII, Cel Damage, Simpsons Wrestling, JetSetRadio, Sonic Shuffle, Wind Waker) approach like Borderlands and Prince of Persia does.
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Postby franqutrass » Fri Jan 15, 2010 11:05 pm

but you can not "cellhading" the Quake 1? in a simple mode :?
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Postby ceriux » Fri Jan 15, 2010 11:35 pm

not in darkplaces.
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Postby Teiman » Sat Jan 16, 2010 12:58 am

for all I know cellshading is a way to make a game looks cartoon alike, but not the only one.

a very simple one is just redraw all texture, removing the , *cough*photorealist*cough* elements for others more cartoon like. do the same for the map textures, and you have a full world "cartoon" like.

Since most engines let you change the particles the change can be total.

I like how Serius Sam has a "Happy Hour".
http://www.youtube.com/watch?v=VWvZq5AmvtI

(video not related)
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Postby Labman » Mon Jan 18, 2010 11:59 am

Woo cel shading

It isn't quite correct cel shading because it doesn't do the creases correctly, but it wasn't too bad...

As for doing it in Darkplaces, that's something you might need to work on...
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Postby franqutrass » Mon Jan 18, 2010 8:12 pm

yes this is cell shading in quake 1 ,but I want to darkplaces
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Postby ceriux » Mon Jan 18, 2010 8:50 pm

then i think you have to use csqc or mod it into the engine some how.
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Postby franqutrass » Mon Jan 18, 2010 10:24 pm

but you can not put the cellshading from source code
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