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cellshading in quake 1

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franqutrass Joined: 30 Dec 2009 Posts: 22 Location: peru |

Posted: Fri Jan 15, 2010 7:24 pm Post subject: cellshading in quake 1 |

hello a question , maybe you know how can I get Quake 1 on the models and the walls are cellshading as: XIII: tanks _________________ hello

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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Fri Jan 15, 2010 7:33 pm Post subject: |

http://www.quake-1.com/docs/quakesrc.org/106.html _________________

Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Fri Jan 15, 2010 8:59 pm Post subject: |

That QMB engine did it automatically and it was cool. Problem is it hated Voodoo cards but it's 2010 who uses voodoo in 2010!?!?! _________________

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franqutrass Joined: 30 Dec 2009 Posts: 22 Location: peru |

Posted: Fri Jan 15, 2010 9:50 pm Post subject: |

that engine is this code, because I want to "Darkplaces" _________________ hello

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ceriux Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA |

Posted: Fri Jan 15, 2010 9:51 pm Post subject: |

idk if darkplaces supports cellshading... might have to use csqc? _________________ QuakeDB - Quake ModDB Group

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franqutrass Joined: 30 Dec 2009 Posts: 22 Location: peru |

Posted: Fri Jan 15, 2010 9:59 pm Post subject: |

and if I could give is "source code for the darckplaces" tanks _________________ hello

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Fri Jan 15, 2010 10:04 pm Post subject: |

You want to run over the source of Darkplaces with tanks? Kidding aside I was discussing celshading in DP the other day. It would have to be done through GLSL than the old "fake invert normal black fat" (XIII, Cel Damage, Simpsons Wrestling, JetSetRadio, Sonic Shuffle, Wind Waker) approach like Borderlands and Prince of Persia does.
_________________

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franqutrass Joined: 30 Dec 2009 Posts: 22 Location: peru |

Posted: Fri Jan 15, 2010 11:05 pm Post subject: |

but you can not "cellhading" the Quake 1? in a simple mode _________________ hello

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ceriux Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA |

Posted: Fri Jan 15, 2010 11:35 pm Post subject: |

not in darkplaces. _________________ QuakeDB - Quake ModDB Group

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Teiman Joined: 03 Jun 2007 Posts: 309 |

Posted: Sat Jan 16, 2010 12:58 am Post subject: |

for all I know cellshading is a way to make a game looks cartoon alike, but not the only one. a very simple one is just redraw all texture, removing the , *cough*photorealist*cough* elements for others more cartoon like. do the same for the map textures, and you have a full world "cartoon" like.
Since most engines let you change the particles the change can be total.
I like how Serius Sam has a "Happy Hour".
http://www.youtube.com/watch?v=VWvZq5AmvtI
(video not related)

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Labman Joined: 05 Nov 2004 Posts: 51 Location: Brisbane, Australia |

Posted: Mon Jan 18, 2010 11:59 am Post subject: |

Woo cel shading It isn't quite correct cel shading because it doesn't do the creases correctly, but it wasn't too bad... As for doing it in Darkplaces, that's something you might need to work on...

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franqutrass Joined: 30 Dec 2009 Posts: 22 Location: peru |

Posted: Mon Jan 18, 2010 8:12 pm Post subject: |

yes this is cell shading in quake 1 ,but I want to darkplaces _________________ hello

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ceriux Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA |

Posted: Mon Jan 18, 2010 8:50 pm Post subject: |

then i think you have to use csqc or mod it into the engine some how. _________________ QuakeDB - Quake ModDB Group

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franqutrass Joined: 30 Dec 2009 Posts: 22 Location: peru |

Posted: Mon Jan 18, 2010 10:24 pm Post subject: |

but you can not put the cellshading from source code _________________ hello

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