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FPSC Classic Scripts / Cel-Shading

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Astrojazz
17
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Joined: 2nd Jan 2007
Location: The Dark Forest Beyond the River
Posted: 10th Jan 2007 16:15
I recently bought the game XIII, and I liked the style of art in it.... I was wondering, is there a script or maybe a source modification that can do cel-shading? Can the engine handle it?

Boom.
Benjamin A
19
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Joined: 31st Oct 2005
Location: The Netherlands
Posted: 10th Jan 2007 23:24
You sure can. Check out the attached image, I know it's not cel-shaded, but more of a hand-drawn look. It's from my winning September FPSC Level Competition entry. If that is possible, then cel-shaded will be possible also. Here's a link to the level: http://www.ozarkgames.com/fpscfolder/september06/benjamin/september.exe. Check it out, but do not use any of it for your own games.

That's the good news Now the bad news

It cannot be done through a script or by modifying the source code, it's a matter of (re)texturing every entity & segment you use in the game. So you have to create cel-shaded textures (just like I have created hand-drawn textures) and apply those to every entity and segment in your game. That takes a lot of work, but if done correctly, it creates something beautiful.

That also pretty much answers your last question, yes the engine can handle it.

I'm pretty sure this is not what you were thinking of, but it's the only way, perhaps in future that may change and we will have different rendering options in FPSC.

http://www.gamefun4u.nl/index.html
GameFun4U, the ultimate funtainment. Cool Games and Resources for your own games.

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Astrojazz
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Location: The Dark Forest Beyond the River
Posted: 11th Jan 2007 00:43
ummm... almost got it... I'll attach a pic of what I was talking about, but thanks for the info!

Boom.

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Butter fingers
18
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Joined: 20th Mar 2006
Location: Mecca
Posted: 11th Jan 2007 03:22
messing with the bump maps, )perhaps applying a heavy blur effect to the bumpmap) will give you a cell shaded-ish look

Astrojazz
17
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Location: The Dark Forest Beyond the River
Posted: 11th Jan 2007 04:29
Ok, I went off and did a little bit of seperate research, and found this:

1) Bump mapping won't really do anything to the actual texture, cel-shading doesn't use bump mapping
2) To get cel-shading, I need to re-edit the textures to a solid colour.
3) I don't have time to do it, but it was a nice thought.

Anyways, thanks for your help and/or suggestions. Maybe someone could modify the engine to do this in the future?

Boom.
Thraxas
Retired Moderator
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Location: The Avenging Axe, Turai
Posted: 11th Jan 2007 05:21
I loved XIII when it came out... I'm still waiting for the promised sequel...


Roger Wilco
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Location: In the Shadow of Chernobyl
Posted: 11th Jan 2007 17:23
Cel-shading would either have to be hard-coded into the engine, or accomplished using shaders. It is after all called cel-SHADING.

"Or perhaps we're just one of god's little jokes?"
Benjamin A
19
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Location: The Netherlands
Posted: 11th Jan 2007 23:12 Edited at: 11th Jan 2007 23:13
Doesn't have to be, you can fake it also, manu games do so. But having it build in is the best, but I don't see that happening any time soon.

http://www.gamefun4u.nl/index.html
GameFun4U, the ultimate funtainment. Cool Games and Resources for your own games.
filya
18
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Joined: 23rd Aug 2006
Location: USA
Posted: 11th Jan 2007 23:29 Edited at: 11th Jan 2007 23:35
okay, I had to actually look up cel-shading on google

One thing I noticed, is the black outlines on everything. This cannot be done by texturing alone. You could make a flat color texture, but in no way can you then get the outlines.

edit : found this - http://www.chrisevans3d.com/tutorials/cel_lines/

-- game dev is fun...but taking up too much time --
Astrojazz
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Location: The Dark Forest Beyond the River
Posted: 12th Jan 2007 00:31
Ok, I read the website, but I don't understand what it means... I think all it said was invert the model, and display the inside, or something like that... could somebody put it in easier terms and explain to me if it would be possible in FPSC? If it would work, maybe someone could make a fangame of XIV!!!

Boom.
filya
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Joined: 23rd Aug 2006
Location: USA
Posted: 12th Jan 2007 01:00
it basically asks you :

1. to duplicate the model
2. to scale it a little more than the original (the more you scale, the thicker the black outlines)
3. reverse all the faces

yeah you now have a model that has black outlines but double the polys

-- game dev is fun...but taking up too much time --
Astrojazz
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Location: The Dark Forest Beyond the River
Posted: 13th Jan 2007 03:10
Oh... It doubles the polys? would that drasticaly slow down the engine?

Boom.
filya
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Location: USA
Posted: 13th Jan 2007 05:35
lets say if you do that for every thing in the game, your framerates would most likely halve

-- game dev is fun...but taking up too much time --
Astrojazz
17
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Location: The Dark Forest Beyond the River
Posted: 14th Jan 2007 15:16
Well. That sucks. It was a nice thought, though!

Boom.

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