Author Topic: Cel Shading  (Read 11654 times)

Tamaru

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Cel Shading
« on: December 21, 2010, 09:02:53 pm »


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!

your face

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Re: Cel Shading
« Reply #1 on: December 22, 2010, 12:34:15 am »
That looks terrible.

;P
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swamp-cecil

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Re: Cel Shading
« Reply #2 on: December 22, 2010, 12:43:04 am »
look like borderland
these are stupid suggestions, don't even waste our time.
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Tremulant

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Re: Cel Shading
« Reply #3 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
my knees by my face and my ass is being hammered

swamp-cecil

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Re: Cel Shading
« Reply #4 on: December 22, 2010, 03:12:56 am »
i think it looks cool
these are stupid suggestions, don't even waste our time.
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SlackerLinux

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Re: Cel Shading
« Reply #5 on: December 22, 2010, 04:08:10 am »
theres a cel shading patch somewhere for trem

but why it looks horrible
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Tamaru

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Re: Cel Shading
« Reply #6 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

Tamaru

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Re: Cel Shading
« Reply #7 on: December 22, 2010, 04:37:01 am »
gah if someone can get me that patch i willb e a happy man :3

SlackerLinux

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Re: Cel Shading
« Reply #8 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
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Tamaru

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Re: Cel Shading
« Reply #9 on: December 22, 2010, 07:32:11 am »
awesome got it working, i might make a visual mod or soemthing from it




swamp-cecil

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Re: Cel Shading
« Reply #10 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.
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.

DraZiLoX

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Re: Cel Shading
« Reply #11 on: December 23, 2010, 04:44:38 pm »
You call this awesome?

Sirgibalot

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Re: Cel Shading
« Reply #12 on: December 23, 2010, 05:29:10 pm »
yes

CorSair

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Re: Cel Shading
« Reply #13 on: December 23, 2010, 06:04:46 pm »
Cartoon Tremulous :o
What next?

gimhael

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Re: Cel Shading
« Reply #14 on: December 23, 2010, 07:12:59 pm »
What next?

Maybe plastic toy tremulous ?


Sirgibalot

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Re: Cel Shading
« Reply #15 on: December 26, 2010, 09:59:16 pm »
wow that mass driver REALLY looks threatening  :laugh:

swamp-cecil

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Re: Cel Shading
« Reply #16 on: December 29, 2010, 05:53:42 pm »
Maybe plastic toy tremulous ?



That map seems familiar...one sec..WHAT ARE YOU DOING ON MY CRAPMAP????
these are stupid suggestions, don't even waste our time.
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SPK

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Re: Cel Shading
« Reply #17 on: December 29, 2010, 07:22:40 pm »
awesome got it working, i might make a visual mod or soemthing from it





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

freezway

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Re: Cel Shading
« Reply #18 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.

Odin

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Re: Cel Shading
« Reply #19 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.

SlackerLinux

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Re: Cel Shading
« Reply #20 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
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Odin

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Re: Cel Shading
« Reply #21 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