Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Bobboau on March 27, 2005, 01:14:00 am
-
http://freespace.volitionwatch.com/blackwater/ct05.zip
too bad no one is going to care.
it works with the same old -cell comand line.
-
:yes:
I would have been asking for it to be reimplemented in a few months anyway.
-
Ahh... So that's why it didn't work when I tried it in the early HTL days... Probably play with it after some sleep.
-
AFAIK it only worked in Software mode...
-
I'd really love to see a mod using this.
Great work Bobboau. :yes:
I might work on a mini mod as soon as I've finished some critical stuff for SF:SoL and MG.
-
:yes: :D
Thankee again.
-
Good stuff! :yes: Someone should really make a texture set for this - it wouldn't even be that hard to do...
-
This crashes while loading.
Has a black screen for a long time then gives an illegal op-type error.
-
Hmm. Maybe I'll make my winged oddity fighter cell shaded.... :drevil:
-
The people demand screenshots!
-
Sidenote: You need to have a vertex shader enabled card to make it work.
-
That would be it then. Bugger.
-
a screen shot
-
another screen shot
-
files
-
Use the HTL Sobek... :rolleyes:
-
I don't have it handy, would you be willing to make proper screen shots for me? :)
I'm working on a little bit of code to genorate outlines for me at the moment, then I'll get it old-card safe and maybe think about commiting it.
-
Looking good there Bob. :nod:
Raa - that'd be cool (you're talking about the long thin one, yah?) - I think it'd look rather good. :)
-
Originally posted by Raa
Use the HTL Sobek... :rolleyes:
I think it might even look better with the non-HTL version...
@Bob looks great. I'll throw in some maps tomorrow. ;)
Shouldn't take me too long. ;7
Anyway, I think I should take a look at this Sobek in-game now.
Edit: It crashes sometimes when I try to open the tech room.
I tried to disable -cell, but it didn't help at all.
Command line:
C:\games\Freespace2 FSSCP\fs2_open_r.exe -spec -glow -jpgtga -d3dmipmap -nomotiondebris -2d_poof -nobeampierce -ship_choice_3d -targetinfo -snd_preload -env -ambient_factor 60 -fov 0.89 (-cell)
-
when I was takeing those I was actualy thinking, "man I wish I could remember were I put that damned HTL Sobek" it probly would look better, due to the super smoothed surface.
-
I'll try it, hold on
-
Meh. Without the latest drivers, the game hangs, so I updated to the cat 5.3's and there's no effect. Perhaps I'm doing something wrong...
-
your useing the comand line right? what do you get, normal looking?
-
I get everything normal looking at maximum brightness, with -cell on. Without it, the ambient factor .75 cmd line works normal.
This is, of course, without jpgtga enabled, also, since the files are pcx's.
-
Is the cellmap file in the maps folder?
-
I actually did it in a mod folder, but come to think of it............ I did do something wrong. let me have a look... brb
-
Meh. Fixed everything, and it still doesn't work. Not that it matters, as I was just reminded that I can't take screenshots for some reason...
-
I find if you slam the Print Screen and Scroll Lock buttons down several times it usually works. :)
Don't just tap em, have to hold them for a bit.
-
zip has been updated, it now has out lines
-
Er... can the outlines be made optional? They're a bit thick for starters, also they wouldn't work for what I planned on using cell shading for... and they bugger up anyways:
(http://img235.exs.cx/img235/9003/outlinesarrgh6pe.jpg)
-
Hmm.
BTW is that the lab? How the hell do I get into it? :blah:
-
F3 in the main hall.
-
Go Cell-Myrmidon!
(http://img10.exs.cx/img10/103/cellmyrm9ys.png)
http://www.8ung.at/dabrain/myrm_cell.rar
-
it's still a bit too busy, the texture needs to basicly be nothing but a simple solid color with some lines on it. there should basicly be no shadeing at all.
-
Hmm, but what about the drity look?
It looks correct in-game IMO. I think you can use up to four colors per 'cell'. (Less for smaller cells.)
Anyway it looked weird with the background. But I think a mere batch is not that much better...
(http://img81.exs.cx/img81/7228/cellshot5yq.jpg)
I think it's matter of taste and syle. (Like comics and animes differ in style.)
-
Would there be some way to exempt the background from the effect?
(Or would someone be willing to whip up some background stuff for this?)
This might help to get some more blood into the FS community, too.
-
the background is exempt, that is new art he made to go along with it.
BTW, environment mapping still works with this, so it would be a good idea to make cartoony looking bacgrounds.
-
I think it might be better to force -env off, with -cell enabled.
It doesn't look good at all with env mapping imho.
-
Still, a user option is better than forcing it.
-
have you made new shine maps for the environment mapping to use?
probly be good just to have it solid on or off and only on the glass
-
Oh yeah: Can you people please just keep on posting screenies? The more screenies we have to show people, the better. If you don't have the webspace, PM me for my email.
EDIT:
Quick, Bobb, what are the winning numbers?!
-
I can't get it to work... where do I install those files? I have the build, but... it's not cartoony; it's just the regular model, but darker and with sections of even darker-ness. Help?
-
That's what I'd expect. You need special art to make it look cell-shaded.
-
Well... okay. So I have the Myrm-cell.zip.. where do I extract the file?
-
In data/maps.
-
Ok, I made some screenies of the truster effect, it looks wierd.
I'm posting low res JPG ones, with quite a bit of compressions. They link to full res, low compresion png ones. bmp available on request.
Number 1:
(http://www.huiswerksite.nl/kasperl/fso/jpg/screen0000.jpg) (http://www.huiswerksite.nl/kasperl/fso/png/screen0000.png)
2:
(http://www.huiswerksite.nl/kasperl/fso/jpg/screen0001.jpg) (http://www.huiswerksite.nl/kasperl/fso/png/screen0001.png)
3:
(http://www.huiswerksite.nl/kasperl/fso/jpg/screen0002.jpg) (http://www.huiswerksite.nl/kasperl/fso/png/screen0002.png)
4:
(http://www.huiswerksite.nl/kasperl/fso/jpg/screen0003.jpg) (http://www.huiswerksite.nl/kasperl/fso/png/screen0003.png)
5:
(http://www.huiswerksite.nl/kasperl/fso/jpg/screen0004.jpg) (http://www.huiswerksite.nl/kasperl/fso/png/screen0004.png)
-
Okay, it's still not working.. that's where I had it in the first place. Is it a problem with my video card? I have an ATI Radeon 9600...
-
If you look at my screenies, that's what you get with the build bob posted, the -cell commandline in the launcher, and those maps in the wrong dir. I'll post some screenies with the right data in a minute.
-
Mmm, odd.
This commandline:
C:\Freespace\FSO_cell_05-03-28.exe -spec -glow -pcx32 -jpgtga -d3dmipmap -2d_poof -cell -ship_choice_3d -targetinfo -env -alpha_env -fps -show_mem_usage -allslev -fov 0.39 -mod cell
Gives me full brightness ships.
(http://www.huiswerksite.nl/kasperl/fso/jpg/screen0006.jpg) (http://www.huiswerksite.nl/kasperl/fso/png/screen0006.png)
C:\Freespace\FSO_cell_05-03-28.exe -spec -glow -pcx32 -jpgtga -d3dmipmap -2d_poof -cell -ship_choice_3d -targetinfo -env -alpha_env -fps -show_mem_usage -allslev -fov 0.39
Gives me what you see in the pictures in my other post.
The only difference is the mod line, and the only thing in the mod dir is the file dabrain made. (/cell/data/maps)
EDIT:
If you look at the loading screen, the bar with the lights as a slightly idifferent tinge as the rest of the screen. I can't take a screenie from the loading screen, it'll come out pitch black.
-
@kasperl
You'll have to remove the MV packs. In the zip are *.pcx files which won't be used if a *.tga or *.dds map is availble.
Unchecking -jpgtga won't help, as it will still use *.dds files.
Check your data/maps/ folder for other Myrmidon map too.
-
Okay, what the ****? Cel shading won't work ingame for me, but it will in modelview, assuming the textures are there? What kind of sense does that make? A little help here?
-
As DaBrain said. PCX textures are lower priority than TGA ones. The game loads in the TGA ones from the media.vp files and completely ignores the special -cell ones.
Modelview on the other hand doesn't read TGA textures at all so it does read the new textures in.
-
So, I've got to convert the pcx files to tga? I think I can do that... Thanks.. wish I'd seen it when DB said it.
-
Wow guys, this is getting cool. :)
With the full brightness thing, I had similar issues, is that the -mod commandline thats screwing it up?
-
Gah! Yeah, I'm getting full brightness problems, too... only with a twist. Everything is all bright and stuff, and the two cel-shaded things I have installed(Myrm and Sobek) are invisible. All you can see of the Sobek are parts that aren't cel-textured. A little more help, please? I tried removing MV packs, too... still nothin.
-
Hmm, I've had full brightness problems on only my fighters for a while now. I thought it was something I did to the pof's at first, but I'm start to think that it might be a SCP bug.
-
Gooo Cell Deimos!!!
(http://img60.exs.cx/img60/8955/deimcell5fj.png)
http://www.8ung.at/dabrain/deim_cell.rar
-
I'm working on new thusters.
How do you like them?
(http://img63.exs.cx/img63/1430/screen01134nk.jpg)
-
No. Most anime have smooth glow effects like those in FS2. They don't draw laser blasts and engine glows.
-
*cries* I can't get it to work... ordinarily I'd be like 'whatever, it's a useless feature anyway,' but... it's so ****ing irritating that I can't get it to work. Dammit!
C:\Games\FreeSpace2\fs2_open_r.exe -spec -glow -pcx32 -jpgtga -d3dmipmap -nomotiondebris -2d_poof -cell -nobeampierce -ship_choice_3d -targetinfo -snd_preload
cellmap.tga, sobek maps(all tga), deimos maps(all tga), and myrm map(tga) all in FS2/data/maps directory.
MV's: models, textures, core, effects, and adveffects.
Bugs: super brightness on all ships(like there was a gajillion suns directly shining on every polygon), and the Myrm, Sobek, and Deimos are invisible in tech room.
PLEASE HELP!
Edit: just saw your post, DB... every single MV? Including core?
And I didn't just rename the files to tga; I converted them in Irfanview.
-
Originally posted by Ghost
Gah! Yeah, I'm getting full brightness problems, too... only with a twist. Everything is all bright and stuff, and the two cel-shaded things I have installed(Myrm and Sobek) are invisible. All you can see of the Sobek are parts that aren't cel-textured. A little more help, please? I tried removing MV packs, too... still nothin.
Did you just rename it to *.tga? That won't work.
Remove the MV packs and any FSO packs and rename the files back to PCX.
It just has to work.
-
Originally posted by Woolie Wool
No. Most anime have smooth glow effects like those in FS2. They don't draw laser blasts and engine glows.
It looks most odd with the standard effects IMHO.
-
It looks like a grade-school child's drawing with the new ones. Make it so that only the models are affected by cel shading (the nebulas must be normal), and it will look right.
-
Huzzah! It works... thanks so much, DaBrain... is there no way you can get it to work with MV packs in there?
-
Well, I don't like it that way. It looks too wrong. Not like a cartoon or an anime with 'cool effects' at all, just wrong.
Better shot of the Deimos:
(http://img72.exs.cx/img72/6487/screen01259fg.jpg)
Originally posted by Ghost
Huzzah! It works... thanks so much, DaBrain... is there no way you can get it to work with MV packs in there?
A '-cell' tag like the '-shine' or '-glow' tag might be the solution for this.
Other than that there is no workaround.
@Bobbaou The lines are a bit buggy. They are really gigantic with big models.
@All How about some help. Creating this maps is very simple. Even MS Paint is sufficent to create cell map.
Give it a try!
-
Gah... sorry to bother thou again so soon, O master of cel-ness... or at least FS Open, but with your Deimos... the lights don't show up. Every other map works, but the glowmap doesn't work ingame for me. And a few of the things on the Sobek don't show up, either... example: when looking from behind the Sobek, when you look at the engines, you see through them into the model.
EDIT :Another thing: I got models, core, effects, and adveffects to work; Textures is what kills the cel textures.... so I can get most of the SCP stuff to work.
-
That's a pretty good indication that the texture isn't being loaded or is missing. FS2 used to have issues with that, but it's just rendering them transparent now. If you can't see through the lights, you're missing the glowmap only. Search for Tcov4A-glow.pcx.
As for the Sobek, you need to have the HTL Fenris installed to use it. Raa didn't mention it until after he put it together and so that little detail is out there for you to run in to. My guess is that you're using the high-poly sobek without mv_textures.vp.
-
:o Yeah, I forgot to include the xtrim, and va-ripped textures that I used. I figured that if you were using the HTL sobek, you more than likely already had the HTL Fenris.
That said, Impressive work, DaBrain, and Bob. I love that Myrm shot in DaB's post. ^^
-
Strat: yeah; textures breaks Cel-shading, because it replaces the cel maps. And even when I put the TCov4A-glow.pcx file into /data/maps(the one included in DBs deimos-cell), it won't load...
As for the Sobek... I have models in there; would I have to manually extract the Fenris/Levy textures? Would that work?
-
Stupid question, but what are your command lines still including -glow? Because that would cause the glows to not work. To get the sobek fixed though, just extract xtrim1, xtrim2, and va-ripped (I think, it's something like that) from mv_textures. Those three textures really should go in models so that we don't have this issue if you're trying to use one and not the other.
-
It's got -glow in there; one of my posts up there has what I was using, and the cmd line hasn't changed; just the files. And your grammar is a wee bit messed up; are you saying that -glow should be in there, or shouldn't?
And when I get back on that computer, I'll get those files.. thanks.
-
Yes, -glow should be in there, sorry for the confusion. Of note, do the glows "snap on" when you get to a certain range? Because DaBrain didn't provide any LOD maps, and if your settings are low enough lower LODs will render closer than you would expect them to.
-
Hmm... well, I was looking in the tech room and in the screen you get to when you hit F3... I'll take that under consideration when I screw around with FS2 again. Thanks.
EDIT:: no, that's not the problem. I dunno why, but it's just not accepting the texture... An odd tidbit I thought I should mention, though: When I tested the Deimos ingame... I could shoot through the invisible parts, but I couldn't fly through them.
EDIT 2:: Files that I pulled from mv_textures: VA-ripped01.dds, VA-ripped01-shine.dds, xTrim1.pcx, xTrim1-shine.dds, xTrim2.pcx, and xTrim2-shine.dds.
I ripped them to \data\maps. I have cel shading running seperately under a mod folder. What exactly should I do?
-
Originally posted by Raa
:o Yeah, I forgot to include the xtrim, and va-ripped textures that I used. I figured that if you were using the HTL sobek, you more than likely already had the HTL Fenris.
That said, Impressive work, DaBrain, and Bob. I love that Myrm shot in DaB's post. ^^
Hey Raa, give it a try too.
I plan to rework everything for the first mission. If some people throw in one or two maps it would be great.
-
Well, here's my problem;
I don't have any of the media VP's. I assembled all of my own effect combinations into the data/* folders.
For this mod, though, I created a mod directory 'cellshading' and inside of there (/cellshading/data/maps/) is where I placed these pcx files. I turned off spec and jpgtga in the launcher, and ran the game, but it appears that the game is either ignoring that (which I don't think so, since the perseus is showing up with a black cocpit) or it's ignoring the cellshading maps/finding alternate maps somewhere.
-
Did anybody note the odd trusters I posted?
And the comment about the interface is one I would like to see adressed, too.
I'll try to play around with the data when I get the time, if someone can compile a cell VP to replace the textures VP at one point, that'd be great.
-
(Known?) bug.
Bob's build draws black lines around the thrusters. This is what makes them look weird.
I hope he can fix that.
-
I agree that the effects and things should be reworked for cell shading, but I think making everything look 8-bit is the wrong way to go about it. To me those new thrusters and backgrounds don't look very cartoony at all.
-
Ok, I found that the textures aren't being used because the DDS maps from the shineLT pack is used over them, so I made the maps DDS and it works. :)
Unfortunately, it's way too bright. Max brightness, actually. How does one cut that down?
-
Oh, jesus. Max brightness... practically all of us had that problem. Look on page two and three for possible solutions.
-
*is set to 50 ppp*
*clicks page 1, since he's already on 2*
-
Err. ok I read all that rubbish. Still have no help on how to get rid of max brightness? Is it because of the -mod directory?
-
I have max brightness problems with just normal FSO as well, yet only applies to fighters. I'm going to try making a seperate FSO folder and see how that goes.
It must be a shine or something else that's stuffing things up.
Is it possible that multiple shine maps are being used, thus causing over brightness or something? :sigh:
Anyway, great stuff DaBrain! I like the thrusters effect, the backgrounds would be the only thing I'd complain about. :)
I can probably do one or two cell maps.
I was actually going to take a look at making some cell explosions too. So you get that cartoonish look as well as a "BOOOM!" written over the top. :D
You seem to be on a roll though, if you get the chance take a stab. :)
-
Hehe, I had the same idea. Looks liek you beat me. ;)
Well, I have not started working on it, so it's all yours.
-
#1: Why not code in a posterization/median cut post-filter into both Direct3D and OpenGL that takes existing textures and cartoon-izes them?
#2: Will this ever be done for OpenGL too? I prefer OpenGL cuz I can use my ATI Smartshaders on it...PSS Control rules, and I bet if I were to combine a motion blur Smartshader with this...*giggles at the possibility of FS2 looking like an animated TV show* Speaking of which, the Cel Shade SMARTSHADER that I found on the net for PSS Control sucks...shame... =(
#3: Hey, if you guys make those BOOM! explosions, why not make it possible to also have it so when lasers fire you see the words CHOOM CHOOM or whatever:
New flag in launcher:
-comicweapsenabled : shows comical sound effects visually for weapons with support for them
New variables in weapons.tbl:
Comic SFX Supported: (yes/no)
----Warmup Text: (type text here) *this one will appear gradually as the weapon warms up, it changes to Fire right afterward*
----Fire Text: (type text here)
----Hit Text: (type text here)
----Font Graphics: (graphic file)
----Graphic Behavior: (mode of movement)
Displays nearby weaponsfire as graphical text next to the weapon's origin or where it hits, respectively. Can be both.
-------------
Intended Result: Sath fires Beams and you're near it...see comical VRRRRRRRRRRTTTTT appearing over their beams...CHOOM appears, then you look at its target and see RRRRRIIIIPPPPPPP in jagged letters at the target...LOL
I can dream...
-
I think this filter thing won't work well..
It probably won't look much better than the smart shader.
Anyway here is another ship:
Serapis
(http://img129.exs.cx/img129/7811/cellser1ia.png)
http://www.8ung.at/dabrain/ser_cell.rar
-
That is one cool cartoon!:yes:
-
Yeah, the trusters look messed up.
-
I don't think so... Cel shading doesn't all have to look like an anime; those thrusters fit the ships. Can I get those thrusters? If there was a link, I didn't see it.
EDIT:: :lol: I just looked at the map for the Serapis... what'd you use for it, MS Paint? Buncha scribbly lines, if you ask me... Oh well, it works..heh..
-
Well, I used Photoshop, it I could have done it in paint too.
I create a new layer, redraw all lines, and fill the 'cells' with one color... ;)
Try it!
Here is a copy of my data folder.
There are some maps that I've just used for some tests. They are really bad.
http://game-warden.com/starfox/Non_SF_related_stuff/CELL_data.rar
-
I wanted to see what this would look like. DaB, would you be so kind as to try this in game? I only ever get maximum brightness :(
-
Hm.. is that the Seth? I can try it sometime soon. Looks like it might work...
DaB: Heh.. I figured that was pretty much how you do it. I'd do it myself, but..eh.. I'm too lazy and too dumb to figure out which maps go with which; leastways on Cap-ships. And fighter maps can get too complicated...
-
I was lazy, cut the Seth down to 16 colours, then back to RGB, applied a watercolour filter, and then saved it as a dds :p
I wanted to see how well it would work, if at all.
-
Originally posted by Raa
I wanted to see what this would look like. DaB, would you be so kind as to try this in game? I only ever get maximum brightness :(
Sure here it is...
(http://img46.exs.cx/img46/7087/seth6xj.png)
Doesn't look too good. :(
Try to go for hard, big lines (5 p) and use only one (maybe two) color(s) per cell.
Edit: No MV pack = no glowmaps...
-
ok. Since I can't play it, and really have nothing else to do, I may just do that.
*fires up his wacom* :D
-
Woah a Wacom!!!
I'll have one here soon too.
Up till then I'm using the line tool + mouse. Looks a bit angularly, but also a bit more west-style.
@Gregster2k Could you post a shot with both -cell (+cell maps) and the cartoon smartshader?
I'm intrested in the result.
-
Try this one! :D
I think it'll look cute! ^^
-
I tried it twice and the file is corrupt... upload again, Raa?
-
try now.
wee timewarp!
-
I still got nothin. When I extracted it to Desktop, it showed up as an empty folder. Try again?
EDIT: ...it works. Eheh... for some reason it didn't work before. Anyway, it looks pretty good ingame.
-
screenies! I demand screenies! :D
-
Tell me how to get them and to convert em to .png and I'll get em to you.
DaB: .dds textures work with mv_textures in there; I just figured that out. If you convert all of em to .dds, I think we can use cel shading while still leaving all the other textures in there.. I'd do it m'self, but this machine don't read DDS, so converting is outta the question.
EDIT:: nvm, figured it out(the screenshot business)
(http://img50.exs.cx/img50/130/screen00011hn.png) (http://www.imageshack.us)
-
Edit: Oh Joy! :D
Maybe I'll do another ship next, then. :)
-
Your welcome.
Anyone else planning on making a cel-map, try to do it in .dds form, please! That way you can leave mv_textures in there.
-
What map/ship next? (single map pease, I don't wanna do a cruiser+ sized ship)
-
Think you can handle a Terran fighter? Herc mk II; the Herc I as it is would be kinda tricky.
If not, then try the Seth again.. take DaB's advice, too.
EDIT: and would anyone mind screwing with the brown textures? The kind on the Aquitaine and the Iceni(and I think on the Colossus, too)? Because the Deimos maps halfway changed the Hecate and Iceni class ships...
-
Brown next? Hmm. Only if you show me this Herc II. I hope it looks good. ^^
-
that thoth is almost perfict, the herc 2 I think should be a bit brighter, and the '02' should probly be copy/pasted, made one solid color, details like that shouldn't be re-hand-drawn.
-
and I ment to atach this
-
(http://img165.exs.cx/img165/2449/screen00025wi.png) (http://www.imageshack.us)
Here you go. I think it looks good... Bob makes a good point. The '02' I don't mind being hand-drawn, but it would be nice if it was how he described it. And yes, having it a shade brighter would be nice.
-
so far the serapis is the best, followed closely by the thoth (include the glow map you were useing!)
-
I think you should try to make as many straight lines as posable, hand drawing stuff is going to detract I think, though it depends on the style your going for, I want action cartoon look, wich generaly have well defined lines on mechanical things especaly
and I'm going after the ulysses
-
I thought it'd look more cartoony hand drawn... :p *shrugs* whatever. Perhaps I'll change it later...
I feel like doing some thing else next
-
It does look rather cartoony... however.. I think what you did to the engines is a bit overboard...I love the little black O rings... oh well.
Raa: did you get the brown maps done, or did you not make them?
-
The engines are coverred by thrusters, though, in game... so... err... I can't tell what you're trying to say :p
Also, no I haven't started on the browns. For the Hecate, Bob released maps for it ages ago when shinemapping first came out
-
Am I the only one who thinks cel shading looks like a comic?
-
Originally posted by Luigi30
Am I the only one who thinks cel shading looks like a comic?
No, but you are the only one who apparently didn't know it's supposed to.
Raa: Ah, okay. I can wait... or if I get impatient, I'll do it myself.
-
How does this look better than what we have now?
-
This is the one the Iceni uses. It's a rush job, though, so it probably shows.
-
here's a few for the ulyses and the hecate
-
Originally posted by Luigi30
Am I the only one who thinks cel shading looks like a comic?
I hope not
-
someone do the satis and the hapshetsutsurthingerother.... so we can have the fist mission all cell shaded
-
DaB tried the Satis; it didn't work out too well. By which I mean it sucked(no offense, DaB). And Bob, if you feel like screwing with the e-****ing-normous Hatshepsut, you go right ahead.
-
Yupp, the Satis was a test for another batch, but I think doing things by hand is the only real option.
BTW great work guys! :yes:
I'm at it gain now. ;)
I take care of the Satis now.
Edit: Now this looks cool.
(http://img202.exs.cx/img202/4971/hececool0bp.png)
-
Originally posted by Gregster2k
#3: Hey, if you guys make those BOOM! explosions, why not make it possible to also have it so when lasers fire you see the words CHOOM CHOOM or whatever:
I love it! :D That would be funny as hell :D
Originally posted by Bobboau
too bad no one is going to care.
I think we can say that (thankfully) you've been proved somewhat wrong :D
-
that hecate looks awesome!
-
The Satis has too much plate detail.
I think I should toss it so the ship doesn't look too 'real'
(http://img225.exs.cx/img225/3195/satiscell6jq.png)
-
I just couldn't resist the Cell hype!!!
(http://www.game-warden.com/bsg/staff_images/Viper MkII/ViperCell.jpg)
(http://www.game-warden.com/bsg/staff_images/Cylon Rider/CylonCell.jpg)
-
Here is my new missile hit. ;)
(http://img203.exs.cx/img203/7480/missle00066rs.png)
(animated)
I'll rework some other effects and upload this stuff. ;)
Edit: Die evil freighter!, mkay?
(http://img203.exs.cx/img203/6183/screen01463jv.jpg)
(Sorry the shot isn't really good at all... :nervous: )
-
someone needs to do a capture from an anime
-
Like this?
NGE:
(http://img181.exs.cx/img181/2367/ngeexp6wa.jpg)
-
yeah exept without the trees and the chuncks of whatever it was explodeing.
-
Do you want to cpoy it?
I thought you it should be for reference.
BTW I think we're all moving into different directions.
While Bob want's to make everything look anime-like,
Grug and I are going the cartoon way.
-
IMO we need a dedicated mod; namely so you can have stupidly excessive weapons, like fighters with 30 gunpoints, and lots of explosions.
-
I don't have the time to take care of another mod.
All I can do is throw in a few maps.
It's nice to see some people just create some maps. :yes:
I'd love to see a completely cell-shaded FS2. ;)
-
Originally posted by DaBrain
I don't have the time to take care of another mod.
All I can do is throw in a few maps.
No-one does.
But.... get 10 people to contribute stuff each, and you could have a stupid little game. I dunno, maybe have one grossly overpowered player ship with ludicrous weaponry, and a gauntlet mission with loads of randomly-spawned enemy ships and maybe some big thing to be the 'boss' at the end.
Because cell maps.... they're not really the most complicated things in the world to do, are they?
-
Nope they are not complicated.
Throw a map into the 'pool'. :drevil:
I think this is the perfect idea for Grug's 'open mod' stuff.
http://www.hard-light.net/forums/index.php/topic,31097.0.html
-
lol awsome.
This is moving too fast for me to keep up. :D
Now that you mention it, it would be quite suited for the open mod. Might even be able to scab another pub forum for it, but until then could just use this one. :)
Hmm, I like the explosion effect. :yes:
I'm not sure on what type would be best suited. I guess I'd prob go for a mix of the two. Slightly anime style but still with the Boom maybe? :p
-
DaB: is that Hecate with the brown textures that Bob gave out, or are those your own?
-
looks like mine
-
Ok.. so far, everything works for me, but I can't get everything to work at the same time(like I would like to have it.) Without mv_textures, I can't get glowmaps. Glowmaps means awesome. Solution is .dds. I reiterate, please make .dds maps! That way you can have everything working.
Raa, what did you use to make .dds files?
EDIT:: Bob... go to the tech room and look at the Lilith and the Sathanas(while using the cel shading build). There's your freakin incentive to get shadows finished!
-
Originally posted by Bobboau
looks like mine
Bob: Could you do me a favour and look at the interface bug I posted?
-
I personally like the Seth the best.
-
That's Bob's Hecate.
And btw ... wheeee!!!
(http://img113.exs.cx/img113/6465/foto0901cs.jpg)
-
Wacom strikes!
(http://img17.exs.cx/img17/2923/cellhorus2fp.png)
I need to practice more.
Hand drawn maps look more anime-like.
-
I like that... download, please?
-
Satis + Horus (PCX+DDS)
http://www.8ung.at/dabrain/satis_horus_cell.rar
The PCX one has a slightlty better quality. PCX is perfect for low-color maps...
-
=o
You got a sketch pad for computer?
:( /me jealous
So when can I expect it to arrive at my place? ... :nervous:
... :p
Me wants one!
If you can't give me one, Turnsky should have to. ;)
-
Ok I'll send it ove.... wait a moment... I just got it and won't give it away so easily :p .
Well, working with thad pad was quite dificult, but I guess that's matter of practice. (Hmm I hope it ;) )
The PenTools are quite interesting.
-
Originally posted by DaBrain
Wacom strikes!
(http://img17.exs.cx/img17/2923/cellhorus2fp.png)
I need to practice more.
Hand drawn maps look more anime-like.
I personally think it should look more "professional", instead of looking like a 10-year-old's marker sketch. Add shading hatch lines to the maps, thinner outlines, and generally make it look a little more realistic.
-
I took a look around for some cartoon and anime reference, and also for some cell-shaded games (like XIII), those big lines seem to be a must for the style...
I also think there is a very fine line that decides whether a map looks cartoon-like or not.
I think my Myrmidon map is a bit too relalistic.
Hatch lines won't work well with cell-shadeing. You're really fre in the choose of style I fear...
-
Hehe, it was worth a try.
How much did it set you back if you don't mind my asking. :)
I wouldn't mind one of the ones that is an LCD screen as well, would make it much easier I'd imagine, to be able to paint directly on to the visual screen.
I kind of like a little bit of detail in the cell maps. Not enough kinda looks a little to plain.
For FS2 anyway. Although I kind of like the Looney Tunes style, I lean slightly more towards being slightly anime style...
Maybe both could be done one day.
-
Mayhaps I'll do some more tonight. These are piss easy! :D
-
Grrr... nobody answered my question. What program do you use to save in .dds format?
-
you need to find a plugin for your graphics editor.
I think the info is in the wiki.
-
Originally posted by DaBrain
Woah a Wacom!!!
I'll have one here soon too.
Up till then I'm using the line tool + mouse. Looks a bit angularly, but also a bit more west-style.
@Gregster2k Could you post a shot with both -cell (+cell maps) and the cartoon smartshader?
I'm intrested in the result.
Seems I didn't make myself clear the first time. PSS Control II for ATI SMARTSHADER Effects ONLY works on OpenGL, which just so happens to C.T.D. on startup with this build, unsurprisingly enough.
There is no way in heck I can use the Cell Shading SMARTSHADER file with FreeSpace 2 until cell shading is implemented for OpenGL. And if it is, then whatever is causing this CTD on startup needs to be fixed.
No OpenGL, no eye candy from Gregster, its that simple. I need OpenGL cell shading to show what this looks like with HDRish overexposure effects, cell shading post filters, or television simulation overlays. So coders, hand over yar OpenGL booty or walk the plank! =P
:drevil: ;7 ;)
Oh, one more thing.
I have a WACOM tablet too, I got it for my eighteenth birthday, and...its bigger than yours :D I'm still learning how to use it, though. Mine's the Intuos3 4x5 model.
-
I have an intuos 3 4x5 too. :D
Works excellent for this. ^^
So. What ship next?
-
GTVA Colossus. It needs a facelift anyway.
-
**** no. Sorry. I mean what UV Mapped vessel next?
-
Oops. Um...what format do I have to save the newly created maps in...? I mean, I don't have a DDS plugin and...well...i have these two options:
JPG
PCX
Which is better for the cellshading thing...? JPG or PCX?
-
either. But JPG takes precedence over PCX. So...
-
...JPG. :D Uncompressed or compressed, shaken or stirred?
-
Now with all this cell craziness, will people actually create a full mod utilizing it? Or is this just for eye candy fun? I think a Futurama or Invader Zim would utilize it well. And of course anime stuff. I think a Cowboy Bebop would make an interesting mod.
Since we're comparing Wacom sizes, mine is an Intuos 12x12. Very usefull for making textures. What I really want is an Intuos2, it has 2000 levels of sensitivity and tilt sensitivity. Hove you guys seen the Wacom airbrush and 4d mouse!?
-
Originally posted by Raa
I have an intuos 3 4x5 too. :D
Works excellent for this. ^^
So. What ship next?
Intuos? Meh, you're rich aren't you?
I'm happy with my Volito 2. I bught it rather for some basic logo design than for graphic editing. I'm still impress how good it works with PS.
@Gregster2k Nice to see you helping us. :yes:
The best format is 256 color PCX. Just upload or send me the PCX and I'll convert it to dds. :)
JPG is well... not optimal for this purpose. It will be used without removing the MV packs, but I think it's wasting to much gfx ram.
Just let me handle the dds thing.
Edit: @Raa wait the Intuos is even cheaper than the Volito 2... hehe
-
I'd just like to say real quick that I think the Deimos and Myrmidon maps are perfect, but that some of the vasudan ones, like the Serapis, are too plain. Just my two cents.
-
Most anime-like....
The big ships look sweet and the fighters are plain.
(Just because it's easier to draw...)
The Myrmidon looks the a 'real' ship in action. :(
It looks well in the techroom only. (Well, almost.)
But feel free to redo them. It's very easy.
-
Seth, redone correctly.
-
aight, i havent even gotten started yet, i was just asking in advance...im heading off to NY for two days starting tomorrow so I need to get other things done tonight in prep...
...I might do Colossus maps now, might do them later, i dunno. we'll see...but i figure, big ships need cell shading to make em interesting ;) BTW...after installing previous cell shading maps, check out what the Iceni looks like...its practically done already ^_^ Same goes for the GTM Hippocrates
BTW: How the hell do you change the pen nib on the Intuos3? I got all these alternate nibs AND CANT USE THEM!!! ARGHH!
-
Originally posted by redsniper
I'd just like to say real quick that I think the Deimos and Myrmidon maps are perfect, but that some of the vasudan ones, like the Serapis, are too plain. Just my two cents.
Serapis is perfect for what it is. The folks at :v: never thought FS2 would be cel-shaded, so the Serapis design is simple already. As for the other Vasudan ships, use glowmaps; they look great.
Aldo: I don't have a graphics editor; all I have is MS Paint and my viewer is Irfanview.
-
Raa, try to use 1024² maps for fighters.
They loose a lot of cartoon potential as soon as the lines get blured.
(I've tested that.)
I think for this map you can easily use 'sharpen'. There is not much stuff that could interfere. ;)
-
oooh...I wonder what these will look like with Emboss filters applied to them...EDIT:ICK, DONT emboss them. just tried it. fuuuugly.
BTW...Nice Seth, Raa.
-
The Seth looks pretty cool now. ;)
(http://img123.exs.cx/img123/1200/sethcell24qt.png)
(By Raa. Just to avoid confusion.)
-
Dammit... My dad's on the computer; I can't check out the Seth with glows. Grr...
EDIT: Yeah, it's good... nice job, Raa. Now, on to the next order of busines.... Typhon, anyone? How bout the Orion? :D
-
I'm afraid to think of what the Typhon would look like in cell shaded mode.
-
****ing awesome, maybe? Fine, if you're such a coward, go do the Sath.
*ducks*
-
*kicks Ghost*
-
Hehehe... I shudder to think of what the Sath would look like in cartoon form..
-
who ever does it you'r going to need to use a brighter shade of grey, and you sould probly keep the glowing details the way they are.
-
Loki ^^
-
I'll take a look at it after I sleep... the map looks okay.
-
Originally posted by Bobboau
who ever does it you'r going to need to use a brighter shade of grey, and you sould probly keep the glowing details the way they are.
Bobb, I don't mind testing builds, but at least !@# respond to any comments I give.
The colour of the tex around the glowy bits of the loading bar is a couple of tints off from the surrounding texture, while it should be the same.
I can't give screenies from the loading screen, prt scrn shows a black image.
-
So..................................?
-
ok after looking back over the last 200 posts in ths thread, and folowing a string of you quoteing some random coment I make and saying somthing to the effect of "respond to me", I find a post were you say ~"I'd like to see that adressed too"~ without a clear indication of what the hell it is your talking about.
so, what is it? you think the loading bar is the wrong color or somethng?
...
does anyone else get this?
-
I wanted to get responses on the Loki, since I cannot seem to get rid of the maximum brightness bug. :sigh:
-
Originally posted by Bobboau
does anyone else get this?
I've been getting it for ages, it's not unique to this build.
-
Originally posted by Raa
I wanted to get responses on the Loki, since I cannot seem to get rid of the maximum brightness bug. :sigh:
I liked it alright... it's another addition, anyway. It's not the best, though. You want a screeny?
-
Gave this a try last night. It looks really cool but something makes the hud turn dark gray from time to time. It seems like pointing in certain directions turns the hud gray.
Here's what it looks like
(http://homepage.ntlworld.com/karajorma/freespace/Misc-Pics/Cell-Shading-Error.jpg)
Notice that the 3D radar is the only thing not affected. I'm not using any media.vp files BTW.
-
I be havin' this problem too, yarr...
-
Karajorma: use VPs. I'm using the 3.6.6 betas, and they work fine for me.
Coolmon: what all are you using?
To all: it's better to use a mod folder.
-
I be usin th' 3.6.6 betas, aye. Prolly m' fault that this be happenin' in th' bloody frst place.
-
So.. you're both getting dark HUDs? Bizarre. Did you try changing it in the options screen?
-
It happens to me to if I'm not running it from a mod folder. It doesn't happen all the time, only when you face certain directions or something... it's weird.
-
Well, I have no idea how to help... ask Bob, AKA God.
-
Originally posted by Raa
I wanted t'get responses on th'Loki, since I cannot seem t'get rid o' th'maximum brightness bug. :sigh:
Looks fine:
(http://img185.exs.cx/img185/3534/lokicell3um.png)
:)
My sister gave it a shot as well ;)
TTC 1
(http://img185.exs.cx/img185/7992/ttc1cell4ik.png)
http://www.8ung.at/dabrain/TTC_1_cell.rar
(PCX+DDS)
-
lol really?
Nice one. :)
Yarrharhaarrr... :D
-
ok, HUD weirdness, a bug I will have to fix before integrateing this back into CVS. this is probly due to me, unless it can be replicated in onther builds.
and when I do integrate this back into CVS I think I'm gona hack a few other shader options in too, it'll probly be the last time any sort of work is done on the renderer before I totaly replace it.
-
Originally posted by Bobboau
ok after lookin' aft o'er th'last 200 posts in ths thread, an' folowin' a strin' o' ye quotein' some random coment I make an' sayin' somthin' t'the effect o' "respond t'me", I find a post were ye say ~"I'd like t'see that adressed too"~ without a clear indication o' what th'hell it be yer talkin' about.
so, what be it? ye think th'loadin' bar be th'wrong color or somethng?
...
does anyone else get this?
Ok, imagine the the loading screen having an average colour of 125,125,125 in the texture, the bar around the lights would have 124,124,124. Get it?
-
Originally posted by Ghost
Karajorma: use VPs. I'm usin' th'3.6.6 betas, an' they work fine for me.
To all: it's better t'use a mod folder.
I did use a mod folder (Remember that you're talking to someone who uses seperate mod folders for the media.vp files even when he's using them!) :D
As for using the media.vp files
1) I'd have to convert all the textures to TGA to make sure that they're used in preference to the media.vp ones.
2) The media.vp files always have and always should remain optional. If you need them to solve a problem like this then that means that there is a bug in the code somewhere and the best solution is to fix it.
3) I doubt the lack of the vp files was the cause anyway.
-
And this, folks, is why fun filters should be kept out of the serious forums.
-
How you you like this?
(http://img202.exs.cx/img202/8099/cellsmoke6np.jpg)
(No lvlshot tags! It's not visible with them...)
-
The entire thing looks like it was run through a Photoshop filter.
Can someone get an accumalated download of everything?
-
Someone probably would, and probably will, but there aren't enough ships to bother making a big pack of em. Wait till we get some more of the more widely used ships, like the Herc I and whatnot.
-
My only complaint about this is that it ****s with the background. Most anime's/space shooting cartoons have painted backgrounds. Aside from that, ;7
-
Those backgrounds are custom, Anaz. You don't have to get them.
-
Hehe, I can set up a forum at GTD if anyone wants. :lol:
-
The smoke I like.
-
Originally posted by Ghost
Those backgrounds are custom, Anaz. You don't have to get them.
Figures.
-
It's Awesome !! So, just asking, how do you install this ?
I don't mean to the option available in the Fs2 Launcher but, for thoses ships files you attached.
-
Download the files Stick everything in data\maps (except for the backgrounds which go in data\effects).
Or better yet make a new folder in your freespace 2 folder called Cell and stick the files in Cell\data\maps and Cell\data\effects and then run with cell mod selected.
-
Just copy this stuff into the data/maps or for effects the data/effects folder.
Remove any MV or FSO package.
BTW is this a bug?
(http://img137.exs.cx/img137/3218/cellbug7pj.jpg)
Look at my target.... "unused"...? Doesn't look that way. ;)
Aww, now as I've already started posting pics...
(http://img137.exs.cx/img137/1671/cellfun12rt.jpg)
(http://img137.exs.cx/img137/504/cellfun22aj.jpg)
-
Thx all ^^
-
I've had that 'unused' bug before, but I don't remember on which ship.. I'm pretty sure it ain't because of the cel shading, though.
-
And here my sister goes again:
(http://img66.exs.cx/img66/6377/herccell9nu.png)
-
nice work :)
-
Oh god, she did the Herc? Can I get a closer/brighter view? Or a download link?
-
I'll just create the missing maps and wait for Grug's explosion effect.
The whole first mission will be cell shaded then. ;)
-
/me is tempted to make a giant cartoone "BOOM!" image as well, since the game chooses different explosions at random.
-
Well, which on do you take? 04, 05, 06 ?
Any idea what kind of sound a flak explosions makes?
-
I didn't take any, yet. I've not been here, really. Wandering about the house is a higher priority for me at the moment.
Flak... could make a "FLAK!" lol
-
I don't know what flak sounds like, to be honest. It's boom_4.wav, I believe, but I can't form that sound into letters.
-
"POP!"
-
That might be close enough. Certainly captures the feel of it while still being visually identifiable. Just one thing though; doesn't FS automatically rotate the explosion ANI by a random amount every time it plays? Or is it always upright? Because a 210 degree word would lose some of that cartoon appeal.
-
Nice thought... I'll make the flak ani so, that I can remove the letters later and recompile it without them if necessary.
-
I think the flak is more like a BAM or BOOM than a pop.
-
I like "BAM!" I'll go for BAM. ;)
-
:lol: Wow, this is ridiculous...
-
How about "POW!"?
-
Pow shold be the big ship explosions :p
-
So, plok !
-
kapow...
-
Most ironic texture name ever :rolleyes:
Simple, but I'm sure it looks great. I'd try more of this stuff if my install of FS2 was anywhere close to clean enough to actually get a pcx to take precedence over anything.
-
Yeah, it's a preety random name for a tex...
-
I'd imagine that it's called redo because at some point, probably very late in the model development stage, someone decided that the erinyes needed a new texture job. But it wouldn't be ready in time to compile the model, so the texture was labled redo so that it was automatically flagged to be gone back over by the art staff. As sloppy as redo.pcx in sparky is, it wouldn't suprise me if they never got around to it.
The Erinyes is also slightly disturbing because that one texture (including the low-res equivalents) is listed no less than twenty-one times in the model file. I'll bet that despite only having one texture, that ship makes HTL scream bloody murder every time it gets processed.
-
I'm actualy prety sure the code catches the duplicates.
-
That's always something I've wondered about. Glad to know that it's been thought about. One question though: would it still catch duplicates if texture replacement gets used (I.e. two non-alike textures get swapped out to the same one?) I specifically ask because I've got those stripes on my mods, that could concievably be replaced with the base hull texture if someone wanted to get rid of them.
-
Err... Stupid question:
Is Cellshading in CVS already?
Don't think so...
-
the textures on the models alone, i can use verry effectively
-
Originally posted by StratComm
I'd imagine that it's called redo because at some point, probably very late in the model development stage, someone decided that the erinyes needed a new texture job. But it wouldn't be ready in time to compile the model, so the texture was labled redo so that it was automatically flagged to be gone back over by the art staff. As sloppy as redo.pcx in sparky is, it wouldn't suprise me if they never got around to it.
The Erinyes is also slightly disturbing because that one texture (including the low-res equivalents) is listed no less than twenty-one times in the model file. I'll bet that despite only having one texture, that ship makes HTL scream bloody murder every time it gets processed.
There's more than that texture that should have been flagged 'redo'..... to be honest, some of the FS2 models are really sloppily textured; the Aeolus springs to mind in particular.
-
most of the FS2 shivan ships don't look like they're going to need that much work
-
Someone should make command head anims to go along with this. ;)
-
^exactly waht i was thinking!
-
Originally posted by Bobboau
most of the FS2 shivan ships don't look like they're going to need that much work
Oh, looks quite good.
BTW if one of you needs more than ten minutes for whatever map, you're doing something wrong. ;)
So give it a shot.
-
I dunno... someone ought to do something about those awful, awful Vanilla Shivan maps, if you're going to do those. Solid red, maybe?
-
any new ones?
-
I got some new ones, but I'd rather like to wait for Grug's explosion before I release this. (Cause this is almost the last part for a completely cell-shaded first mission. ;) )
Besides, I'm already confused with all these single releases. :wtf:
-
Yeah, make a single big pack !! ^^
-
http://scp.indiegames.us/download.php?view.105
-
Originally posted by Raa
Pow shold be the big ship explosions :p
Pow sounds more like a punch than an explosion. It doesn't sound big enough. It may suit fighters or turrets blowing, but ships need something bigger like krak-ooooooooom. I have no idea if it's possible to have a different effect depending on the size of the ship. Maybe going through a few comics would yield some ideas. Onomatopoeia is fun. :)
Which vp are the sounds in? I'm going to try to come up with some expressions for a bunch.
Nevermind, I found them.