wondering how this is done

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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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    Grasshopper
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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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    C.Brutail
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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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    sev
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