Page 1 of 1

cellshading in quake 1

Posted: Fri Jan 15, 2010 7:24 pm
by franqutrass
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:

Posted: Fri Jan 15, 2010 7:33 pm
by Team Xlink

Posted: Fri Jan 15, 2010 8:59 pm
by leileilol
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!?!?!

Posted: Fri Jan 15, 2010 9:50 pm
by franqutrass
that engine is this code, because I want to "Darkplaces"

Posted: Fri Jan 15, 2010 9:51 pm
by ceriux
idk if darkplaces supports cellshading... might have to use csqc?

Posted: Fri Jan 15, 2010 9:59 pm
by franqutrass
and if I could give is "source code for the darckplaces"

tanks

Posted: Fri Jan 15, 2010 10:04 pm
by leileilol
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.

Posted: Fri Jan 15, 2010 11:05 pm
by franqutrass
but you can not "cellhading" the Quake 1? in a simple mode :?

Posted: Fri Jan 15, 2010 11:35 pm
by ceriux
not in darkplaces.

Posted: Sat Jan 16, 2010 12:58 am
by Teiman
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)

Posted: Mon Jan 18, 2010 11:59 am
by Labman
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...

Posted: Mon Jan 18, 2010 8:12 pm
by franqutrass
yes this is cell shading in quake 1 ,but I want to darkplaces

Posted: Mon Jan 18, 2010 8:50 pm
by ceriux
then i think you have to use csqc or mod it into the engine some how.

Posted: Mon Jan 18, 2010 10:24 pm
by franqutrass
but you can not put the cellshading from source code