Tremulous Forum

Community => Mod Ideas and Desires => Topic started by: Tamaru on December 21, 2010, 09:02:53 pm

Title: Cel Shading
Post by: Tamaru on December 21, 2010, 09:02:53 pm
(http://img833.imageshack.us/img833/2374/celshading.png)

i thought it would be interesting to see what cel shading what do to the tremulous engine, this is just a rough concept of what it might feel like.


i'd love to pursue this idea, but i am clueless on where to start, if anyone has some information that may be helpful, let me know!
Title: Re: Cel Shading
Post by: your face on December 22, 2010, 12:34:15 am
That looks terrible.

;P
Title: Re: Cel Shading
Post by: swamp-cecil on December 22, 2010, 12:43:04 am
look like borderland
Title: Re: Cel Shading
Post by: Tremulant on December 22, 2010, 01:32:37 am
That looks terrible, but then, so does this
http://tremulous.net/forum/index.php?topic=2669.30;all
Title: Re: Cel Shading
Post by: swamp-cecil on December 22, 2010, 03:12:56 am
i think it looks cool
Title: Re: Cel Shading
Post by: SlackerLinux on December 22, 2010, 04:08:10 am
theres a cel shading patch somewhere for trem

but why it looks horrible
Title: Re: Cel Shading
Post by: Tamaru on December 22, 2010, 04:25:04 am
i just think if you remade the mdoels and tweaked a feew things tremulous could have a different look.. it's just a tought of mine, nothing huge.


thats was a shitty visual of what i wanted
Title: Re: Cel Shading
Post by: Tamaru on December 22, 2010, 04:37:01 am
gah if someone can get me that patch i willb e a happy man :3
Title: Re: Cel Shading
Post by: SlackerLinux on December 22, 2010, 05:06:15 am
gah if someone can get me that patch i willb e a happy man :3
from fsm-trem
Code: [Select]
Cel-Shading
Author: Jordi Prats Catala and Guillermo Miranda Alamo
Description: This adds two cvars, r_celoutline and r_celshadalgo, these allow you to enable/disable the Cel-Shading effect in Tremulous
r_celshadalgo options:
snn = Symmetric Nearest Neighbour
1: kuwahara
2: blur & kuwahara
3: kuwahara & blur
4: blur & kuwahara  & blur
5: snn
6: blur & snn
7: snn & blur
8: blur & snn & blur

and issues
http://code.google.com/p/fsm-trem/issues/detail?id=39
http://code.google.com/p/fsm-trem/issues/detail?id=45

original patch was from here: http://ioquake3.org/patchez/celshad3.patch

changing r_celshadalgo will change the look
Title: Re: Cel Shading
Post by: Tamaru on December 22, 2010, 07:32:11 am
awesome got it working, i might make a visual mod or soemthing from it

(http://img194.imageshack.us/img194/3041/shot0055o.jpg)

(http://img534.imageshack.us/img534/7294/shot0054q.jpg)
Title: Re: Cel Shading
Post by: swamp-cecil on December 23, 2010, 03:20:47 pm
can you also make the lines show on edges of brushes? that would be the most epic thing ever.
Title: Re: Cel Shading
Post by: DraZiLoX on December 23, 2010, 04:44:38 pm
You call this awesome?
(http://dtrem.com/files/celshading_equals_terrible.png)
Title: Re: Cel Shading
Post by: Sirgibalot on December 23, 2010, 05:29:10 pm
yes
Title: Re: Cel Shading
Post by: CorSair on December 23, 2010, 06:04:46 pm
Cartoon Tremulous :o
What next?
Title: Re: Cel Shading
Post by: gimhael on December 23, 2010, 07:12:59 pm
What next?

Maybe plastic toy tremulous ?
(http://lh6.ggpht.com/_hLklTmrBczA/TNqbQYviK0I/AAAAAAAAACQ/BQNuagvvGFo/s400/shot0007.jpg)
Title: Re: Cel Shading
Post by: Sirgibalot on December 26, 2010, 09:59:16 pm
wow that mass driver REALLY looks threatening  :laugh:
Title: Re: Cel Shading
Post by: swamp-cecil on December 29, 2010, 05:53:42 pm
Maybe plastic toy tremulous ?
(http://lh6.ggpht.com/_hLklTmrBczA/TNqbQYviK0I/AAAAAAAAACQ/BQNuagvvGFo/s400/shot0007.jpg)


That map seems familiar...one sec..WHAT ARE YOU DOING ON MY CRAPMAP????
Title: Re: Cel Shading
Post by: SPK on December 29, 2010, 07:22:40 pm
awesome got it working, i might make a visual mod or soemthing from it

(http://img194.imageshack.us/img194/3041/shot0055o.jpg)

(http://img534.imageshack.us/img534/7294/shot0054q.jpg)

I love this... but this without brush edge outlining looks weird...
Since quake engine cannot make too realistic maps, I think cel shading is a good option to hace a nice art style.

Just my opinin though
Title: Re: Cel Shading
Post by: freezway on December 29, 2010, 08:12:58 pm
I know how to do this with simple OpenGL 3.x+ programs, but I wouldn't know how with the OGL 2.0 fixed pipeline.
Title: Re: Cel Shading
Post by: Odin on December 30, 2010, 02:06:39 am
The best way to cel shade is to just cel shade the lighting. The OP screenshot is rotoscope, which is completely different.
Title: Re: Cel Shading
Post by: SlackerLinux on December 30, 2010, 02:47:38 am
The best way to cel shade is to just cel shade the lighting. The OP screenshot is rotoscope, which is completely different.

rotoscope can be found here:
http://patches.mercenariesguild.net/index.php?do=details&task_id=120&project=0&order=id&sort=desc&pagenum=4

last time i used that patch it was buggy and prone to crashes but seems like it has been updated since then
Title: Re: Cel Shading
Post by: Odin on January 01, 2011, 11:21:42 pm
The best way to cel shade is to just cel shade the lighting. The OP screenshot is rotoscope, which is completely different.

rotoscope can be found here:
http://patches.mercenariesguild.net/index.php?do=details&task_id=120&project=0&order=id&sort=desc&pagenum=4

last time i used that patch it was buggy and prone to crashes but seems like it has been updated since then
Quote
Opened by Evan Goers (Odin) - Thursday, 20 December 2007, 22:12 GMT-5