Problems with _celshading and models with flipped normals.


(Matt) #1

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?


(ydnar) #2

Q3Map2 has built-in celshading facilities.

Add a “_celshader” key to the misc_model entity with a path to an ink shader (see the example included with Q3Map2). Note: Leave off the “textures/” prefix.

y


(Matt) #3

No, you didn’t read what I said…
I know how to cel shade.
I’m talking about cel shading an object with FLIPPED NORMALS.

When you do it with Q3Map2, it cel shades the world, like imagine filling up the ENTIRE world with black oil. Then imagine that oil to be z-fighting, EVERYWHERE.

What I’m talking about doing is, cel shading the INSIDE of objects, making them BLACK, but the OUTSIDE of the object is a dynamic texture. I can’t just make some crazy ink texture and a new ink shader, because it wouldn’t look right.


(wudan) #4

Ok, so you know how to model and ‘flip your normals’.

Congrats.

But you need to understand what he’s talking about, sometimes he can be brief, but he’s right.

A model, for all I care, and AFAIK, for all Q3Map2 cares, is just triangles. When given a cel-shading technique, a la Q3Map2, Q3map2 does the surface offset FOR YOU, and can use whatever shader you want for the ‘inverted normals’ (AFAIK, the offset is just an inverted black shader, but it can be other colors or another shader)

You can do whatever effect you want to do, in other words.


(ydnar) #5

All of the flipping/inversion stuff is in the cel shader. To handle different models with inverted faces, you can set the offset/invert flags differently.

y