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cellshading in quake 1

 
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franqutrass



Joined: 30 Dec 2009
Posts: 22
Location: peru

PostPosted: Fri Jan 15, 2010 7:24 pm    Post subject: cellshading in quake 1 Reply with quote

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



tanks
Arrow
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Team Xlink



Joined: 25 Jun 2009
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PostPosted: Fri Jan 15, 2010 7:33 pm    Post subject: Reply with quote

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



Joined: 15 Oct 2004
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PostPosted: Fri Jan 15, 2010 8:59 pm    Post subject: Reply with quote

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
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PostPosted: Fri Jan 15, 2010 9:50 pm    Post subject: Reply with quote

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



Joined: 06 Sep 2008
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PostPosted: Fri Jan 15, 2010 9:51 pm    Post subject: Reply with quote

idk if darkplaces supports cellshading... might have to use csqc?
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franqutrass



Joined: 30 Dec 2009
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Location: peru

PostPosted: Fri Jan 15, 2010 9:59 pm    Post subject: Reply with quote

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

tanks
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leileilol



Joined: 15 Oct 2004
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PostPosted: Fri Jan 15, 2010 10:04 pm    Post subject: Reply with quote

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
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Location: peru

PostPosted: Fri Jan 15, 2010 11:05 pm    Post subject: Reply with quote

but you can not "cellhading" the Quake 1? in a simple mode Confused
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ceriux



Joined: 06 Sep 2008
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PostPosted: Fri Jan 15, 2010 11:35 pm    Post subject: Reply with quote

not in darkplaces.
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Teiman



Joined: 03 Jun 2007
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PostPosted: Sat Jan 16, 2010 12:58 am    Post subject: Reply with quote

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

PostPosted: Mon Jan 18, 2010 11:59 am    Post subject: Reply with quote

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
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PostPosted: Mon Jan 18, 2010 8:12 pm    Post subject: Reply with quote

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



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PostPosted: Mon Jan 18, 2010 8:50 pm    Post subject: Reply with quote

then i think you have to use csqc or mod it into the engine some how.
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franqutrass



Joined: 30 Dec 2009
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PostPosted: Mon Jan 18, 2010 10:24 pm    Post subject: Reply with quote

but you can not put the cellshading from source code
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