Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Ypoknons on November 09, 2003, 08:21:51 am

Title: How to Cell Shade
Post by: Ypoknons on November 09, 2003, 08:21:51 am
Right now I don't see the cell shading command being used a lot around here - I looked around, but I couldn't find any tutorials on how to cell shade on the Internet, at least with the type of game engine we're using.

If anyone would be so nice then... Got any instructions on how to make the textures?
Title: How to Cell Shade
Post by: Fineus on November 09, 2003, 08:28:04 am
Have you looked up the original thread? I think Bob wrote down instructions on how to do it (not sure though)...
Title: How to Cell Shade
Post by: Ypoknons on November 09, 2003, 08:45:55 am
There's a bit with Venom talking about basic blocks and something with Bobboau talking about rendering passes. Is all that's needed blocks instead of normal textures?

Edit - nevermind stupid me :) I keep forgetting SCP coders keep their stuff in the exe downloads. Though I still can't figure out the specifics - you draw it block by block or can you sue some kind of graphical effect? Are there any special files needed in the directory also?

Basically, how do you get that nice outline 2D effect? :) I'm getting the below in 3.55 (the _t builds don't work with this):

(http://img.villagephotos.com/p/2003-11/475858/screen01.jpg)
Title: How to Cell Shade
Post by: karajorma on November 09, 2003, 10:39:56 am
IIRC cell shading doesn't work with HT&L yet. I think they're trying to get the basics working first.
Title: How to Cell Shade
Post by: Bobboau on November 09, 2003, 01:10:19 pm
yeah, THL is going to need a vertex shader to the cell shadeing back, but as far as I know the non-htl mode should still work, there are a few things to remember one of wich when you make a cell shaded model you are going to want to make sure that is i heavely smooth shaded, otherwise you're going to the a weird not-cartoony looking effect on all of your models.

the texturs should be extreemly simple, you probly shouldn't use more than 10 colors, make it look like someone who's naever used a computer in there lives did it in MSpaint, one of the nice things about cell shadeing is that makeing new textures is generaly super easy
Title: How to Cell Shade
Post by: Galemp on November 09, 2003, 01:45:27 pm
I seem to remember a method of cell-shading where you make a copy of the mesh, make it very slightly bigger, paint it black then invert all the normals. This will give you the black outline, but also double the polycount.
Title: How to Cell Shade
Post by: Bobboau on November 09, 2003, 01:47:22 pm
yes, if you want an outline that's a way to do it, but I remember tweaking with some code, this might be getting done auto-magicaly now
Title: How to Cell Shade
Post by: Ypoknons on November 09, 2003, 10:54:09 pm
Not using HTL - it's3.55 I'm working with right now.
Title: How to Cell Shade
Post by: Bobboau on November 09, 2003, 10:58:44 pm
you'r model is flat shaded, it needs to be smooth shaded, fully, use auto-facet shadeing and raise it all the way to 120 in TS then apply your textures, convert with PCS then run FSO with the '-cell' comand, if it still doesn't work for you put the model up somewere and I'll have a look at it
Title: How to Cell Shade
Post by: Ypoknons on November 10, 2003, 03:33:06 am
BTW not my model. It's from the Robotech mod by Max Stirling - I'm just reskinning it a bit :)

Thanks anyways.
Title: How to Cell Shade
Post by: Johnmike on November 10, 2003, 06:14:34 am
I know I don't belong here, but I can't resist.




Veritech!  :D:D:D:D
Title: How to Cell Shade
Post by: RangerKarl on November 10, 2003, 06:23:06 am
In the same vein.......

Valkyrie!