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Cel shading

Postby SimplySerenity » Sun Apr 15, 2012 12:05 am

So I've finally made my account after lurking here for quite sometime. This may be a dumb question but how can I add cell shading to darkplaces? ^.^
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Re: Cel shading

Postby qbism » Sun Apr 15, 2012 12:09 am

Welcome! I've seen some cel-like shading in Nexuiz and Xonotic, which are based on DP.
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Re: Cel shading

Postby SimplySerenity » Sun Apr 15, 2012 12:19 am

Thank you. ^.^ I asked someone who had cell shading in one of their projects how they added it, and they said that it became a feature in one of the newer builds of DP?
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Re: Cel shading

Postby leileilol » Sun Apr 15, 2012 12:28 am

You could simulate celshading in realtime lighting by messing with lighting exponents.
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Re: Cel shading

Postby SimplySerenity » Sun Apr 15, 2012 1:42 am

Are there any tutorials on that? :P
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Re: Cel shading

Postby SimplySerenity » Fri Apr 20, 2012 4:52 am

Bumping as I really wish I knew how to do this. :3
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Re: Cel shading

Postby r00k » Fri Apr 20, 2012 7:55 am

google glsl/hlsl celshading it will giv eyou at least the math
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Re: Cel shading

Postby toneddu2000 » Fri Apr 20, 2012 12:04 pm

Hey SimplySerenity! Cel shading in xonotic has been made, IIRC, using glsl like this video shows, but SteelStorm 1 used a very simple ink shader. For what I remember you should insert in NetRadiant in world spawn a key "ink" and then apply to an object the ink shader.

When I come back home tonight I'll post here the complete procedure.

motorsep said that in SteelStorm 2 used direct celshading in DarkPlaces engine but I admit I didn't understand how he achieved that result.
Here the demonstration (look at the motorsep reply at the first comment from above).

cheers
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Re: Cel shading

Postby toneddu2000 » Sat Apr 21, 2012 9:03 am

ok I found it.
from Steel Storm shader
Code: Select all
// ink shader for maps
// In folder scripts:
// to use, add "cel" to shaderlist.txt
//IN gtkRadiant or NetRadiant:
// add a "_celshader" key to worldspawn entity with a value of "cel/ink"


create a shader named cel in folder scripts

PS: keep in mind I don't know if Kot-in-action has some copyright on it, so, before use it in your game, first contact them!
Code: Select all
textures/cel/ink
{
   qer_editorimage textures/colors/black.tga
   
   q3map_notjunc
   q3map_bounce 0.0
   q3map_shadeangle 120
   q3map_texturesize 1 1
   q3map_invert
   q3map_offset -5.0
   
   surfaceparm nolightmap
   surfaceparm trans
   surfaceparm nonsolid
   surfaceparm nomarks
   surfaceparm noimpact
   
   dpnoshadow
   
   {
      map textures/colors/black.tga
      rgbGen identity
   }
}


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Re: Cel shading

Postby leileilol » Sun Apr 22, 2012 12:03 am

a q3map2 hack to make outlines on the brushes is outlines, not shading.
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Re: Cel shading

Postby toneddu2000 » Sun Apr 22, 2012 9:16 am

yeah, you're right, I was inaccurate. I still wonder if DP has cel shading embedded in the engine, now. Gonna experiment
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Re: Cel shading

Postby toneddu2000 » Sun Apr 22, 2012 5:12 pm

ok, to enable REAL cel shading in dp
Code: Select all
r_celshading 1


Code: Select all
r_celoutlines 1


Code: Select all
r_shadow_deferred 1


It doensn't seem to "splotch" texture image, but I'll dig it up
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Re: Cel shading

Postby SimplySerenity » Mon Apr 23, 2012 7:55 pm

wow thanks for all the help toneddu! :D
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Re: Cel shading

Postby toneddu2000 » Mon Apr 23, 2012 9:16 pm

no problem, I learned something new too! :)
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Re: Cel shading

Postby Ace12GA » Tue Apr 24, 2012 12:30 am

What version of DP does this work with?

EDIT: Never mind, downloaded the latest autobuild, and its there. Wow, does that deferred shadow stuff ever kill my frame rates.
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