Wasnt entirly sure where to post this. I'm a darkSDK user but .fx's work the same in dgsdk and dbp and I figured more people will be reading this board so I went for this forum
Cell shading is relitivly simple for us. dark basic even has a command for it built in or there is the cartoon.fx that floats around if we want to load and set it manually. and that is pretty much where its left for everyone, all over the net is the same cell shading technique - but im after a slightly different style of cell shading and looking for some advice and help on it.
The style im after is textured smooth gradiant shading. The perfect example of this is dark chronicle. I will google some pics one sec.
http://www.nlgaming.com/games/74/1.jpg
http://www.salzburg.com/jugend/imbild02/spiele/sony/dark/2.jpg
http://www.rap.de/mag/games/gamepics/Dark-Chronicle_4526.jpg
http://www.ifrance.com/cronoscafe/dark03.jpg
Excellent game btw, ps2. Highly recommend it. The shots do not really do the shading justice, its awesome to look at when your moving the models around etc. But anyway, on with the post.
As you can see the models retain their textures (where as in my experiance using dbp's cell shader and cartoon.fx looses you the model texture and replaces it with a colour and lines). This is my idea of how to work towards an effect like in the previous shots. The first step is to retain the model texture so lots of misc detail can be used in it. Then the shade.dds can be made slightly longer and given a steeper, smoother, bigger gradiant ramp. Then the idea is instead of grabbing the colour from the shade.dds lookup and plotting it solid, you would grab it like normal but then blend it with the existing colour of the texture at that point. This should darken the texture at the right points causing a gradiant shade in a cell shaded style.. right?
Thats my theory anyway. I dont have the knowledge to test it.. i know nothing about .fx really. I read a few tutorials and examined the cartoon.fx (doesnt help that it used the asm style

) but I wouldnt know where to begin.
So I guess im asking people who know their .fx's if this "idea" of mine is even fesiable and would it produce the kind of thing im looking for? and if so, where do I start when it comes to implementing this? :x
Thanks for any help. All appreciated.
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