Author Topic: Cell shadeing's back baby!  (Read 30352 times)

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Offline DaBrain

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Cell shadeing's back baby!
Quote
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.
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Offline DaBrain

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Cell shadeing's back baby!
Quote
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.
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Offline Woolie Wool

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Cell shadeing's back baby!
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.
16:46   Quanto   ****, a mosquito somehow managed to bite the side of my palm
16:46   Quanto   it itches like hell
16:46   Woolie   !8ball does Quanto have malaria
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Offline Ghost

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Cell shadeing's back baby!
Huzzah! It works... thanks so much, DaBrain... is there no way you can get it to work with MV packs in there?
Wh00t!? Vinyl? Is it like an I-pod 2 or something?

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Offline DaBrain

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Cell shadeing's back baby!
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:




Quote
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!
« Last Edit: March 28, 2005, 04:54:09 pm by 1688 »
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Offline Ghost

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Cell shadeing's back baby!
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.
« Last Edit: March 28, 2005, 05:01:48 pm by 2478 »
Wh00t!? Vinyl? Is it like an I-pod 2 or something?

[/sarcasm]

-KappaWing

The Greatest Game in Existance

 

Offline StratComm

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Cell shadeing's back baby!
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.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Taristin

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Cell shadeing's back baby!
: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. ^^
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Offline Ghost

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Cell shadeing's back baby!
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?
Wh00t!? Vinyl? Is it like an I-pod 2 or something?

[/sarcasm]

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Offline StratComm

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Cell shadeing's back baby!
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.
who needs a signature? ;)
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Ghost

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Cell shadeing's back baby!
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.
Wh00t!? Vinyl? Is it like an I-pod 2 or something?

[/sarcasm]

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Offline StratComm

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Cell shadeing's back baby!
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.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Ghost

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Cell shadeing's back baby!
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?
« Last Edit: March 28, 2005, 07:54:27 pm by 2478 »
Wh00t!? Vinyl? Is it like an I-pod 2 or something?

[/sarcasm]

-KappaWing

The Greatest Game in Existance

 

Offline DaBrain

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Cell shadeing's back baby!
Quote
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.
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Offline Taristin

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Cell shadeing's back baby!
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.
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Cell shadeing's back baby!
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.
just another newbie without any modding, FREDding or real programming experience

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Offline DaBrain

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Cell shadeing's back baby!
(Known?) bug.

Bob's build draws black lines around the thrusters. This is what makes them look weird.

I hope he can fix that.
« Last Edit: March 29, 2005, 10:24:36 am by 1688 »
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Offline Ransom

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Cell shadeing's back baby!
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.

 

Offline Taristin

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Cell shadeing's back baby!
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?
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Offline Ghost

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Cell shadeing's back baby!
Oh, jesus. Max brightness... practically all of us had that problem. Look on page two and three for possible solutions.
Wh00t!? Vinyl? Is it like an I-pod 2 or something?

[/sarcasm]

-KappaWing

The Greatest Game in Existance