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Re: Cel shader scene lighting [Re: Captain_Kiyaku] #82348
07/20/06 14:30
07/20/06 14:30
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline OP
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JetpackMonkey  Offline OP
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Joined: Nov 2003
Posts: 1,659
San Francisco
AH! Cool! Yeah those look good I've also painted some shadows directly onto the terrain textures themselves, too. Okay that's much easier than what I thought it might be..

I was thinking point shadows were some kind of crazy dynamic light calculating stencil shading lightmap multipass shader thing that would make my head explode

Re: Cel shader scene lighting [Re: JetpackMonkey] #82349
07/20/06 14:57
07/20/06 14:57
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

Dichotomic
Captain_Kiyaku  Offline

Dichotomic

Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
no its a drawn sprite 8D that simple. dont expect me to do complicates stuff, pff im lazy.


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Re: Cel shader scene lighting [Re: Captain_Kiyaku] #82350
07/21/06 08:00
07/21/06 08:00
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

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Posts: 4,771
Bay City, MI
i dont know if this helps, i think you even posted on it but heres a link to my cel-shaded game, i think its starting to look ok, and all i had to do is just use the sun, stencil shadows... given tho, that mine is outdoor , i dont know if that matters.

also with those drop shadows (thats what i call the point shadows or whatever) if its going to have toon shader in the game, id have them semi transparent with hard edges tho, cuz the second you use a soft shadow, welll.... just look at the last screen on the second page of the thread i sent you, it just doesnt look right. [image]http://www.coniserver.net/ubbthreads/showflat.php/Cat/0/Number/673278/an/0/page/0#Post673278[/image]

Re: Cel shader scene lighting [Re: JetpackMonkey] #82351
07/21/06 13:59
07/21/06 13:59
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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Posts: 4,131
Quote:

some kind of crazy dynamic light calculating stencil shading lightmap multipass shader thing




Or maybe some kind of binormial alphamasked quadralateral per-bit megatexture


Sphere Engine--the premier A6 graphics plugin.
Re: Cel shader scene lighting [Re: Matt_Aufderheide] #82352
07/21/06 15:02
07/21/06 15:02
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline OP
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JetpackMonkey  Offline OP
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Joined: Nov 2003
Posts: 1,659
San Francisco
Quote:

Or maybe some kind of binormial alphamasked quadralateral per-bit megatexture




*head asplodes like that guy from scanners**

Re: Cel shader scene lighting [Re: Matt_Aufderheide] #82353
07/22/06 23:24
07/22/06 23:24
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
Quote:

Or maybe some kind of binormial alphamasked quadralateral per-bit megatexture




You've just made me very curious about what in the world that would look like, so do me a favour and add that über cool super 1337-feature to the 'to-do' list for Sphere 2.0 please will ya! j/k

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Cel shader scene lighting [Re: PHeMoX] #82354
08/02/06 07:21
08/02/06 07:21
Joined: Sep 2005
Posts: 96
L
lyingmime Offline
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lyingmime  Offline
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Joined: Sep 2005
Posts: 96
ello or others, could you add more info about this statement?

"btw, there are ways to create toonscenery as a postprocess"

I can't seem to find helpful info about how to do postprocess effects.

thanks!

Re: Cel shader scene lighting [Re: lyingmime] #82355
08/04/06 15:40
08/04/06 15:40
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
Quote:

ello or others, could you add more info about this statement?

"btw, there are ways to create toonscenery as a postprocess"

I can't seem to find helpful info about how to do postprocess effects.

thanks!




Yes, it's possible. But you'd need pro's render-to-texture feature for that, unless a more or less predefined kind of post-processing effect like sphere's bloom is what you are looking for, then you could go with Matt Aufderheide's Sphere engine...

In case you've got the pro version (A6.31 pro or higher), go visit ello's site, or search for Oliver2s's refraction shader, that should get you started ...

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Cel shader scene lighting [Re: PHeMoX] #82356
06/11/07 13:00
06/11/07 13:00
Joined: Apr 2006
Posts: 136
San Francisco
T
Tor Offline
Member
Tor  Offline
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T

Joined: Apr 2006
Posts: 136
San Francisco
Sorry to bring up such an old thread. But I have some similar quips about Toon Shading in general.

I agree with most of what has been said above. However, we have a very strong night scene in a town that's shadowed in tree's. And I really wanted the effect of the main character passing the lanterns on the road...

However, I don't think 8 dynamic lights would be enough, so I'd have to do some sort of static branch with pixel shader 2.0 or such. Think this is a good idea?

Also, there's no BSP geometry in the scene, it's a height map and meshes added in. Thoughts would be appreciated!


"Towlie, you're the worst character ever." I know...
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