Tremulous Forum
Community => Mod Ideas and Desires => Topic started by: Tamaru on December 21, 2010, 09:02:53 pm
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(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!
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That looks terrible.
;P
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look like borderland
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That looks terrible, but then, so does this
http://tremulous.net/forum/index.php?topic=2669.30;all
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i think it looks cool
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theres a cel shading patch somewhere for trem
but why it looks horrible
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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
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gah if someone can get me that patch i willb e a happy man :3
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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 & 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
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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)
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can you also make the lines show on edges of brushes? that would be the most epic thing ever.
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You call this awesome?
(http://dtrem.com/files/celshading_equals_terrible.png)
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yes
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Cartoon Tremulous :o
What next?
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What next?
Maybe plastic toy tremulous ?
(http://lh6.ggpht.com/_hLklTmrBczA/TNqbQYviK0I/AAAAAAAAACQ/BQNuagvvGFo/s400/shot0007.jpg)
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wow that mass driver REALLY looks threatening :laugh:
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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????
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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
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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.
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The best way to cel shade is to just cel shade the lighting. The OP screenshot is rotoscope, which is completely different.
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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
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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
Opened by Evan Goers (Odin) - Thursday, 20 December 2007, 22:12 GMT-5