Cel shading
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Cel shading
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? ^.^
Re: Cel shading
Welcome! I've seen some cel-like shading in Nexuiz and Xonotic, which are based on DP.
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Re: Cel shading
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?
Re: Cel shading
You could simulate celshading in realtime lighting by messing with lighting exponents.
i should not be here
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Re: Cel shading
Are there any tutorials on that?
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Re: Cel shading
Bumping as I really wish I knew how to do this. :3
Re: Cel shading
google glsl/hlsl celshading it will giv eyou at least the math
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Re: Cel shading
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
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
Meadow Fun!! - my first commercial game, made with FTEQW game engine
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Re: Cel shading
ok I found it.
from Steel Storm shader
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!
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"
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
}
}
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Re: Cel shading
a q3map2 hack to make outlines on the brushes is outlines, not shading.
i should not be here
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Re: Cel shading
yeah, you're right, I was inaccurate. I still wonder if DP has cel shading embedded in the engine, now. Gonna experiment
Meadow Fun!! - my first commercial game, made with FTEQW game engine
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Re: Cel shading
ok, to enable REAL cel shading in dp
It doensn't seem to "splotch" texture image, but I'll dig it up
Code: Select all
r_celshading 1
Code: Select all
r_celoutlines 1
Code: Select all
r_shadow_deferred 1
Meadow Fun!! - my first commercial game, made with FTEQW game engine
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Re: Cel shading
wow thanks for all the help toneddu!
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Re: Cel shading
no problem, I learned something new too!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Re: Cel shading
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.
EDIT: Never mind, downloaded the latest autobuild, and its there. Wow, does that deferred shadow stuff ever kill my frame rates.