(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!
That looks terrible.
;P
look like borderland
That looks terrible, but then, so does this
http://tremulous.net/forum/index.php?topic=2669.30;all
i think it looks cool
theres a cel shading patch somewhere for trem
but why it looks horrible
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
gah if someone can get me that patch i willb e a happy man :3
Quote from: Tamaru on December 22, 2010, 04:37:01 AM
gah if someone can get me that patch i willb e a happy man :3
from fsm-trem
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 & blurand 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
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)
can you also make the lines show on edges of brushes? that would be the most epic thing ever.
You call this awesome?
(http://dtrem.com/files/celshading_equals_terrible.png)
yes
Cartoon Tremulous :o
What next?
Quote from: CorSair on December 23, 2010, 06:04:46 PM
What next?
Maybe plastic toy tremulous ?
(http://lh6.ggpht.com/_hLklTmrBczA/TNqbQYviK0I/AAAAAAAAACQ/BQNuagvvGFo/s400/shot0007.jpg)
wow that mass driver REALLY looks threatening :laugh:
Quote from: gimhael on December 23, 2010, 07:12:59 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????
Quote from: 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)
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
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.
The best way to cel shade is to just cel shade the lighting. The OP screenshot is rotoscope, which is completely different.
Quote from: 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.
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 from: SlackerLinux on December 30, 2010, 02:47:38 AM
Quote from: 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.
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
QuoteOpened by Evan Goers (Odin) - Thursday, 20 December 2007, 22:12 GMT-5