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Cel shading

Posted: Sun Apr 15, 2012 12:05 am
by SimplySerenity
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

Posted: Sun Apr 15, 2012 12:09 am
by qbism
Welcome! I've seen some cel-like shading in Nexuiz and Xonotic, which are based on DP.

Re: Cel shading

Posted: Sun Apr 15, 2012 12:19 am
by SimplySerenity
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

Posted: Sun Apr 15, 2012 12:28 am
by leileilol
You could simulate celshading in realtime lighting by messing with lighting exponents.

Re: Cel shading

Posted: Sun Apr 15, 2012 1:42 am
by SimplySerenity
Are there any tutorials on that? :P

Re: Cel shading

Posted: Fri Apr 20, 2012 4:52 am
by SimplySerenity
Bumping as I really wish I knew how to do this. :3

Re: Cel shading

Posted: Fri Apr 20, 2012 7:55 am
by r00k
google glsl/hlsl celshading it will giv eyou at least the math

Re: Cel shading

Posted: Fri Apr 20, 2012 12:04 pm
by toneddu2000
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

Re: Cel shading

Posted: Sat Apr 21, 2012 9:03 am
by toneddu2000
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
	}
}



Re: Cel shading

Posted: Sun Apr 22, 2012 12:03 am
by leileilol
a q3map2 hack to make outlines on the brushes is outlines, not shading.

Re: Cel shading

Posted: Sun Apr 22, 2012 9:16 am
by toneddu2000
yeah, you're right, I was inaccurate. I still wonder if DP has cel shading embedded in the engine, now. Gonna experiment

Re: Cel shading

Posted: Sun Apr 22, 2012 5:12 pm
by toneddu2000
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

Re: Cel shading

Posted: Mon Apr 23, 2012 7:55 pm
by SimplySerenity
wow thanks for all the help toneddu! :D

Re: Cel shading

Posted: Mon Apr 23, 2012 9:16 pm
by toneddu2000
no problem, I learned something new too! :)

Re: Cel shading

Posted: Tue Apr 24, 2012 12:30 am
by Ace12GA
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.