wondering how this is done

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wondering how this is done

Postby Grasshopper » Mon Apr 27, 2009 9:17 pm

I have seen severeal maps created like Cell hell , with that surreal cartoon style texturing . http://forums.alientrap.local/viewtopic.php?t=4628 . How is this done . and can that texturing be mixed with regular texturing or is it a global setting ?
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Postby C.Brutail » Mon Apr 27, 2009 9:28 pm

It's called "cel shading" , but I don't know further about it.

Ok, a fast research tells me it's pretty easy:

First, you need a cel shader:

taken from cel_hel shader:

Code: Select all
textures/cel_hell/cel
{
    qer_editorimage textures/cel_hell/cel.tga

    q3map_notjunc
    q3map_nonplanar
    q3map_bounce 0.0
    q3map_shadeangle 120
    q3map_texturesize 1 1
    q3map_invert
    q3map_offset -10.0

    surfaceparm nolightmap
    surfaceparm trans
    surfaceparm nonsolid
    surfaceparm nomarks

    {
        map textures/cel_hell/cel.tga
        rgbGen identity
    }
}


What really matters is q3map_invert and q3map_offset -10.0

Now, buidl your map the regular way you'd do.
After that, select your worldspawn entity, and add the key:

_celshader

and give it the value of your celshader's name.

Hmm... maybe not :D My try was a total failure.

Anyway, sev or FruitieX will be able to tell more I think.
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Postby sev » Tue Apr 28, 2009 5:30 am

C.Brutail already said everything, except that there needs to be a celshader texture (all black, or any other colour you want the borders to be).
My settings for cybervolley:

- An all black texture (64x64): textures/cyberball_shaders/celshader.tga

- This shader in shaders/cyberball.shader:
Code: Select all
textures/cyberball_shaders/celshader
{
    qer_editorimage textures/cyberball_shaders/celshader.tga

    q3map_notjunc
    q3map_nonplanar
    q3map_bounce 0.0
    q3map_shadeangle 120
    q3map_texturesize 1 1
    q3map_invert
    q3map_offset -2.0

    surfaceparm nolightmap
    surfaceparm trans
    surfaceparm nonsolid
    surfaceparm nomarks

    {
        map textures/cyberball_shaders/celshader.tga
        rgbGen identity
    }
}


- This key in the worldspawn entity of the map:
Code: Select all
"_celshader" "cyberball_shaders/celshader"


The link where I learned about this (German, sorry):
http://www.quake.de/index.php?action=q3 ... ading&q=q3
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