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Cel Shading

Started by Tamaru, December 21, 2010, 09:02:53 PM

Tamaru



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

Quote from: dolby on February 19, 2003, 06:44:44 PM
spam spam spam, waste waste waste!

swamp-cecil

Quote from: DraZiLoX on December 28, 2010, 11:31:28 AM
Quote from: Repatition on December 28, 2010, 02:30:30 AM
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.

Tremulant

Quote from: Firstinaction on April 07, 2011, 03:36:46 AM
my knees by my face and my ass is being hammered

swamp-cecil

Quote from: DraZiLoX on December 28, 2010, 11:31:28 AM
Quote from: Repatition on December 28, 2010, 02:30:30 AM
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.

SlackerLinux

theres a cel shading patch somewhere for trem

but why it looks horrible
Slackware64 13.1
SlackersQVM/

Tamaru

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

gah if someone can get me that patch i willb e a happy man :3

SlackerLinux

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 & 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
Slackware64 13.1
SlackersQVM/

Tamaru

awesome got it working, i might make a visual mod or soemthing from it




swamp-cecil

can you also make the lines show on edges of brushes? that would be the most epic thing ever.
Quote from: DraZiLoX on December 28, 2010, 11:31:28 AM
Quote from: Repatition on December 28, 2010, 02:30:30 AM
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.

DraZiLoX

You call this awesome?



gimhael


Sirgibalot

wow that mass driver REALLY looks threatening  :laugh:

swamp-cecil

Quote from: gimhael on December 23, 2010, 07:12:59 PM
Maybe plastic toy tremulous ?



That map seems familiar...one sec..WHAT ARE YOU DOING ON MY CRAPMAP????
Quote from: DraZiLoX on December 28, 2010, 11:31:28 AM
Quote from: Repatition on December 28, 2010, 02:30:30 AM
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.

SPK

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





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

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

The best way to cel shade is to just cel shade the lighting. The OP screenshot is rotoscope, which is completely different.

SlackerLinux

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
Slackware64 13.1
SlackersQVM/

Odin

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