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InsideQC Forums • View topic - cellshading in quake 1

cellshading in quake 1

Discuss the creation of various model formats for Quake engines, and related matters to modeling.

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cellshading in quake 1

Postby franqutrass » Fri Jan 15, 2010 7:24 pm

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

tanks
:arrow:
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Postby Team Xlink » Fri Jan 15, 2010 7:33 pm

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Postby leileilol » Fri Jan 15, 2010 8:59 pm

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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Postby franqutrass » Fri Jan 15, 2010 9:50 pm

that engine is this code, because I want to "Darkplaces"
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Postby ceriux » Fri Jan 15, 2010 9:51 pm

idk if darkplaces supports cellshading... might have to use csqc?
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Postby franqutrass » Fri Jan 15, 2010 9:59 pm

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

tanks
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Postby leileilol » Fri Jan 15, 2010 10:04 pm

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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Postby franqutrass » Fri Jan 15, 2010 11:05 pm

but you can not "cellhading" the Quake 1? in a simple mode :?
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Postby ceriux » Fri Jan 15, 2010 11:35 pm

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Postby Teiman » Sat Jan 16, 2010 12:58 am

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Postby Labman » Mon Jan 18, 2010 11:59 am

Woo

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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Postby franqutrass » Mon Jan 18, 2010 8:12 pm

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Postby ceriux » Mon Jan 18, 2010 8:50 pm

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Postby franqutrass » Mon Jan 18, 2010 10:24 pm

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