Discuss the creation of various model formats for Quake engines, and related matters to modeling.
franqutrass
Posts: 69 Joined: Wed Dec 30, 2009 6:29 pm
Location: peru
Contact:
Post
by 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:
tanks
:arrow:
hello
leileilol
Posts: 2783 Joined: Fri Oct 15, 2004 3:23 am
Post
by 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!?!?!
i should not be here
franqutrass
Posts: 69 Joined: Wed Dec 30, 2009 6:29 pm
Location: peru
Contact:
Post
by franqutrass » Fri Jan 15, 2010 9:50 pm
that engine is this code, because I want to "Darkplaces"
hello
ceriux
Posts: 2230 Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA
Post
by ceriux » Fri Jan 15, 2010 9:51 pm
idk if darkplaces supports cellshading... might have to use csqc?
franqutrass
Posts: 69 Joined: Wed Dec 30, 2009 6:29 pm
Location: peru
Contact:
Post
by franqutrass » Fri Jan 15, 2010 9:59 pm
and if I could give is "source code for the darckplaces"
tanks
hello
leileilol
Posts: 2783 Joined: Fri Oct 15, 2004 3:23 am
Post
by 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.
i should not be here
franqutrass
Posts: 69 Joined: Wed Dec 30, 2009 6:29 pm
Location: peru
Contact:
Post
by franqutrass » Fri Jan 15, 2010 11:05 pm
but you can not "cellhading" the Quake 1? in a simple mode :?
hello
ceriux
Posts: 2230 Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA
Post
by ceriux » Fri Jan 15, 2010 11:35 pm
not in darkplaces.
Teiman
Posts: 311 Joined: Sun Jun 03, 2007 9:39 am
Post
by 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)
Labman
Posts: 62 Joined: Fri Nov 05, 2004 2:39 am
Location: Brisbane, Australia
Contact:
Post
by 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...
franqutrass
Posts: 69 Joined: Wed Dec 30, 2009 6:29 pm
Location: peru
Contact:
Post
by franqutrass » Mon Jan 18, 2010 8:12 pm
yes this is cell shading in quake 1 ,but I want to darkplaces
hello
ceriux
Posts: 2230 Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA
Post
by ceriux » Mon Jan 18, 2010 8:50 pm
then i think you have to use csqc or mod it into the engine some how.
franqutrass
Posts: 69 Joined: Wed Dec 30, 2009 6:29 pm
Location: peru
Contact:
Post
by franqutrass » Mon Jan 18, 2010 10:24 pm
but you can not put the cellshading from source code
hello