Can it be done, or do you just have to use a really cartoony skin?
Cel shading on player models, items, etc
The model has to be built that way. You make the mesh as low poly as possible (about half the target number of polys), and then duplicate it, enlarge the duplicate, then invert the normals. There was a Homer Simpson model for Q3 that did this, and polycount makes mention of how it was done. Cool cartoony effects can be handled with shaders and creative skinning.
http://www.planetquake.com/polycount/info/quake3/homer3d/homer3d.shtml
That one doesn’t do the entire "flipped normals’ thing, and it looks cartoony enough.
Q3Map2 basically does this - a polygon offset with an inverted shader - but that’s for maps. You can do this to static models, I’d imagine, just by adding the keys to the entities.
EDIT: I’m not sure if ‘polygon offset’ is the correct term for what it does, but whatever it does, it does it well 
EDIT AGAIN!: Here’s the model I was thinking of:
http://www.planetquake.com/polycount/reviews/quake3/homie/homie.shtml
You can do it in a mod. It takes about 5 minutes of coding. You set up an ink shader with cull back, and a vertex deform on it that pushes it out a little bit. It works the same way the Quad Damage shader in Quake 3 does.
y
Yeah, I know the flipped normals trick, I’ve been doing that for years to get decent effects into the original JK.
I was more curious as about the actual lighting effects, but thanks for the replies.
well, my search for info on the cel shader turned up a ton of threads with can-cel in it (hah), but this is the only one so far dealing with the shader itself.
i had a couple quick questions-
firstly, i assume that the cel shader is used by q3map2 to give a map a cel shaded look similar to that in the new game xiii, but i guess i’m not sure that’s entirely accurate? i can’t imagine what else it would do, but if i’m wrong, please correct me.
secondly, how is it implimented? is it called only once in the level script file in a global fashion, to affect all texture surfaces, or is it called in each texture independently?
third, this goes with implimentation sort of. when using this shader effect, is there a particular way the textures should be crafted? what i mean is, are there certain color sets that work best? do details in the textures need to be done in a less “real world” fashion (thicker outlines, etc)?
and finally, how does it impact the character models? would they just look goofy in that environment, or would they be affected by it as well?
Hi all i’am currently makin a fun map for E.T and its celshaded err i got a working pk3 and avi’s too if anyone want i look just pm me.

kinda of havin major probs atm with loads of seams showing through spent the weekend chaulking and still no luck ??
so you’re just usin solid colors, no gradients, with thickie outlines to achieve the cartoon look, that’s kind of what i was asking about the textures. also i answered my question about using the cel shader by opening it up and seeing the worldspawn thing.
Haha found it 
Ok i got a problem with a Cel shaded map , i searched a few places but still no joy 
Would the cel key/effect conflict with a misc_portal_camera ???
As atm my camera work’s in normal meta compile but as soon as i do a vis or light comiple the camera is all black (like the portal texture)
I know its borderline with either a camera or cel shader problem, and i havent tried it without the Cel key yet but time is running out 
Have you compiled with the option “-flat”?
If yes I guess that could be the reason.
no , no -flat in the compile
i compiled with just meta, then vis, then light + fast.
there’s no terrain in my map so i guess i wouldnt need flat.
