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Cel Shading and Outlining in TGE 1.4
Cel Shading and Outlining in TGE 1.4
| Name: | DavidRM | |
|---|---|---|
| Date Posted: | May 29, 2006 | |
| Rating: | 4.8 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for DavidRM |
Blog post
I posted these resources to GG back in late April, and are the result of work on the revived Paintball Net project.
Cel Shading in TGE
This method of cel shading DTS objects is based on OpenGL multi-texturing and uses a 2nd rendering pass. The resulting look, though, seems to be well worth the extra pass. And since you can limit which objects get the cel-shading (players, statics, etc) you don't have to take the 2-pass performance hit on everything.
Shape Outlining in TGE
This resource draws outlines around shapes (DTS objects) based on the edges and faces of the object. Creating the necessary list of the edges and faces of the model is somewhat time-intensive, though, so this resource also includes a mechanism for saving and loading the edges and faces from a file.
An extension I would like to see in the outlining is support for textured strokes. This would add another performance hit, but would look quite snazzy, I think. I might experiment with achieving that effect later in the year.
Both resources are for OpenGL. Neither particularly likes DirectX.
Have fun with 'em.
-David
Joe Indie
Cel Shading in TGE
This method of cel shading DTS objects is based on OpenGL multi-texturing and uses a 2nd rendering pass. The resulting look, though, seems to be well worth the extra pass. And since you can limit which objects get the cel-shading (players, statics, etc) you don't have to take the 2-pass performance hit on everything.
Shape Outlining in TGE
This resource draws outlines around shapes (DTS objects) based on the edges and faces of the object. Creating the necessary list of the edges and faces of the model is somewhat time-intensive, though, so this resource also includes a mechanism for saving and loading the edges and faces from a file.
An extension I would like to see in the outlining is support for textured strokes. This would add another performance hit, but would look quite snazzy, I think. I might experiment with achieving that effect later in the year.
Both resources are for OpenGL. Neither particularly likes DirectX.
Have fun with 'em.
-David
Joe Indie
Recent Blog Posts
| List: | 05/29/06 - Cel Shading and Outlining in TGE 1.4 04/20/05 - Plan for David "RM" Michael 04/20/05 - Plan for David "RM" Michael 12/17/04 - Plan for David "RM" Michael 06/23/04 - Plan for David "RM" Michael 05/27/04 - Plan for David "RM" Michael 04/23/04 - Plan for David "RM" Michael 06/25/03 - Plan for David "RM" Michael |
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Submit your own resources!| Ramen-sama (May 29, 2006 at 19:32 GMT) |
| Anthony Rosenbaum (May 29, 2006 at 23:18 GMT) |
| FlyinEmu (May 30, 2006 at 22:54 GMT) |
DUDES reunion tour coming soon
| Clint Herron (May 31, 2006 at 15:57 GMT) |
"work on the revived Paintball Net project"
!!!
I was just thinking about PBN last week and thinking "Gee, if RM doesn't ever pick that back up, maybe I should try that project -- it was a great game and it's a shame that he stopped moving on that." So very glad to hear that you're moving forward on PBN again!
Cheers!
--clint (HanClinto/We)
Edited on May 31, 2006 15:57 GMT
| Samuel Siu (Jun 13, 2006 at 06:28 GMT) Resource Rating: 5 |
| Sawyer Lucy (Jul 25, 2006 at 17:42 GMT) |
Sawyer a.k.a. Gazemer
| Tyler Reichelt (aka icurnvs, Mac (Sep 14, 2006 at 06:03 GMT) |
| Matt \"RaptorRed\" Meyer (Nov 23, 2006 at 10:26 GMT) Resource Rating: 5 |
Here's hoping that it will one day be released. I want 3D vaderz!
<3,
RR
P.S. -- EPU!>!
| Ryan Oxford (Jan 16, 2007 at 03:37 GMT) |
PoOp
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4.8 out of 5


