cel shader


(ACROBAT) #1

Anyone know how to make the ink skinnier?

// ink shader for maps
// to use, add “cel” to shaderlist.txt
// add a “_celshader” key to worldspawn entity with a value of “cel/ink”

textures/cel/ink
{
qer_editorimage gfx/colors/black.tga

q3map_notjunc
q3map_nonplanar
q3map_bounce 0.0
q3map_shadeangle 120
q3map_texturesize 1 1
q3map_invert
q3map_offset -2.0

surfaceparm nolightmap
surfaceparm trans
surfaceparm nonsolid
surfaceparm nomarks

sort 16

{
map gfx/colors/black.tga
rgbGen identity
}
}

textures/cel/no_ink
{
// qer_editorimage gfx/colors/black.tga

// q3map_notjunc
q3map_nonplanar
// q3map_bounce 0.0
// q3map_shadeangle 120
// q3map_texturesize 1 1
// q3map_invert
// q3map_offset -2.0

surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nonsolid
surfaceparm trans
surfaceparm nomarks

// sort 16

// {
// map gfx/colors/black.tga
// rgbGen identity
// }
}


(Shallow) #2

IIRC q3map_offset controls how far the ‘ink’ surfaces are offset from the original surface so try q3map_offset -1.0 or -0.5. The additional triangles for the ink are added when you run the initial BSP stage, so do a full recompile whenever you change the value.


(ACROBAT) #3

My problem is the ink is too Thick also though


(Shallow) #4

The ink doesn’t have thickness as such. It’s not lines, it’s flat faces drawn facing in the opposite way to the surface they are created from. Moving those faces closer to their host surface makes the illusionary lines seem thinner.


(kamikazee) #5

Ah, so this uses a similar setup as Herr W’s Monkey Combat, only it is auto-generated.