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Re: simple toon shading [Re: Orange Brat] #22908
02/05/04 16:52
02/05/04 16:52
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
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ello  Offline
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Posts: 8,939
planet.earth
if u use vecSkill41 for the pixelShaderConstant[c0] , too and use its .w component in the vertexshader then the other 3 skills can go as rgb data into the pixelshader u can change the effects color within the entity-skills. i added c1 constant with value 1in alpha position and a mov r0.a,c1.a after the rgb values have been passed because the skill41.a component is still the line thickness. this way you can set the style for every entity using the same shader:





www.earthcontrol.de
quoted: We want to maintain a clean, decent, American family suited forum look... which means you may post zombies or chainsaw massacres, but no erotic.
Re: simple toon shading [Re: ello] #22909
02/05/04 17:16
02/05/04 17:16
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
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Drew  Offline
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ventilator-
what are your settings for the fur? my fur looks good straight on, but flat on the edges
Thanks!


Drew Medina
Game Developer (Artist)
Personal & professional website
Deviant Art
My Blogspot
Re: simple toon shading [Re: Drew] #22910
02/05/04 17:18
02/05/04 17:18
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
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ello  Offline
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planet.earth
use transparent flag or even bright flag

and i found out that setting nofog flag is good, too


www.earthcontrol.de
quoted: We want to maintain a clean, decent, American family suited forum look... which means you may post zombies or chainsaw massacres, but no erotic.
Re: simple toon shading [Re: ello] #22911
02/05/04 17:24
02/05/04 17:24
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

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Orange Brat  Offline

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O

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Is it possible to adapt the toon shader to react to regular dynamic lights(instead of the sun) or will that have to wait until the light management stuff is implemented.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: simple toon shading [Re: Orange Brat] #22912
02/05/04 17:45
02/05/04 17:45
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
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Drew  Offline
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trapped in a paper bag
@ello- That seemed to make an improvement
maybe its my base texture...still doesnt look nearly as cool as ventilaors character in the demo...




Drew Medina
Game Developer (Artist)
Personal & professional website
Deviant Art
My Blogspot
Re: simple toon shading [Re: Drew] #22913
02/05/04 18:03
02/05/04 18:03
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
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Drew  Offline
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trapped in a paper bag
OKAY. its my models, just try it on the warlock...


Drew Medina
Game Developer (Artist)
Personal & professional website
Deviant Art
My Blogspot
Re: simple toon shading [Re: Drew] #22914
02/05/04 18:22
02/05/04 18:22
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
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ello  Offline
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planet.earth
some fine noise texture should work well, too


www.earthcontrol.de
quoted: We want to maintain a clean, decent, American family suited forum look... which means you may post zombies or chainsaw massacres, but no erotic.
Re: simple toon shading [Re: ello] #22915
02/05/04 22:05
02/05/04 22:05
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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Quote:

The only thing I can't figure out is why my model's alpha fading is screwed up. When it is supposed to occur, the model turns completely black instead of fading out. Any ideas on how to make the shader work with it?


i think the problem is that the outline model is visible through the hole in the model. in order to get it to work you would have to use the alpha channel on the second pass too.

try something like:

Code:

pass p1
{
texture[0]=<entSkin1>; // !NEW!
cullMode=cw;
vertexShaderConstant[0]=<matWorldViewProj>;
vertexShaderConstant[16]=<vecSkill41>; // outline_thickness, 0, 0, 0
vertexShader=
decl
{
stream 0;
float v0[3];
float v3[3];
float v7[3];
}
asm
{
vs.1.1
mov r0,v0
mul r1,c16.x,v3// scale normal
add r0.xyz,r0.xyz,r1.xyz// shell offset (vertex position + scaled normal)
m4x4 oPos,r0,c0// transform position to clip space
mov oT0,v7 // !NEW! output uvs
};
pixelShader=
asm
{
ps.1.3
def c0,0,0,0,1// outline rgba
tex t0 // !NEW! fetch texture
mov r0,c0
mov r0.a,t0.a // !NEW! use alpha channel
};
}



i haven't tested it but it should work this way. ...i don't know how such an effect would fit to toon shading though?

Re: simple toon shading [Re: ventilator] #22916
02/05/04 22:11
02/05/04 22:11
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
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ello  Offline
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Posts: 8,939
planet.earth
i made a slight change so u can set outlines thikness and color thru the entity skills. look here


www.earthcontrol.de
quoted: We want to maintain a clean, decent, American family suited forum look... which means you may post zombies or chainsaw massacres, but no erotic.
Re: simple toon shading [Re: ventilator] #22917
02/06/04 13:23
02/06/04 13:23
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

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Orange Brat  Offline

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O

Joined: Aug 2000
Posts: 7,490
Quote:

i haven't tested it but it should work this way. ...i don't know how such an effect would fit to toon shading though?





Like with a 3rd person camera...when you rotate into a wall and the camera gets close to or enters the player...they fade out...at a certain distance they vanish. I'll try out what you suggested, however when I use the 2nd pass, my models ends up at the other end of the level when it starts. Without pass 2, it begins where I have him set in WED. Odd and there is no visual difference between using both passes or only using the first one.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
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