I tried putting a model with flipped normals in my map, with cel shading as an experiment. When it runs in Quake 3 though, it’s hard to explain but it fills the world with a black ‘flicker’ when you move. I assume that it expands the cel geometry to infinity, but I was wondering if there was a way around this. I’ve tried md3 and ase. Both the same result.
Basically what I was going for was inverted cel shading… Where the cel shader would be on the INSIDE of the geometry instead of the outside. I figured since most cel shading is done by such a process of flipping normals (see Jet Set Radio) that it could work the opposite if you worked with flipped material to begin with.
What gives?