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Black and white cartoon : #61736
01/08/06 21:38
01/08/06 21:38
Joined: Oct 2004
Posts: 1,856
TheExpert Offline OP
Senior Developer
TheExpert  Offline OP
Senior Developer

Joined: Oct 2004
Posts: 1,856
It'as a Torque game using a very cool shader

http://www.garagegames.com/mg/snapshot/view.php?qid=1093

Does anyone know how to do a edges/black and white shader like this ?

Re: Black and white cartoon : [Re: TheExpert] #61737
01/08/06 22:25
01/08/06 22:25
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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H

Joined: Jul 2001
Posts: 6,904
Well.. use a outlining shader for the contures, hmnn and you need only b/w textures. I think lightening done with parallax mapping will be sooo cool, eyecandy, yessa! Ehm, dynamic shadows are very sharp and you can adjust them easily, pitch blac shadows can be achieved with shadow_threshold. I think this scene is stuffed with glow shaders also, if not, they would be cool.

But you dont need even shaders.. the cool look depends on the art used here as it is similar as Sin City, which was a really great movie in that case. You just need to paint the textures from the beginning sharp b/w, no gradiants and so on, but with high resolution skins to keep the sharpness.

So... it isnt so hard to do it.

Last edited by HeelX; 01/08/06 22:26.
Re: Black and white cartoon : [Re: HeelX] #61738
01/09/06 01:10
01/09/06 01:10
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
That's a pretty decent looking Sin City style. It's very similar to what I'm trying to do without shaders. I'll have to keep an eye on it..thanks for posting.

Quote:

implemented hardware shadow mapping for the characters in the demo which gave us a nice hard edged comic book looking shadow and the shadows are cast on the character models as well as the dojo.
The characters have a very simple toon shader applied to them as well.
The character outline is an art based solution rather than a code based solution. There is a character shell model that is slightly larger than the base character model and the normals are flipped on the shell model. This produces the outline.
Because there isn't that much in the scene, we didn't really have to worry about the extra polygon count for the shell model.





My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Black and white cartoon : [Re: Orange Brat] #61739
01/09/06 03:51
01/09/06 03:51
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
Ugh, that screenshot hurts my eyes.. why poeple would want to play a whole game like this i cant imagine.. but whatever.


Sphere Engine--the premier A6 graphics plugin.
Re: Black and white cartoon : [Re: Matt_Aufderheide] #61740
01/09/06 15:13
01/09/06 15:13
Joined: Oct 2004
Posts: 1,856
TheExpert Offline OP
Senior Developer
TheExpert  Offline OP
Senior Developer

Joined: Oct 2004
Posts: 1,856
MAtt , it's style

forget Doom3 , HL2 , try
Viewtifull joe on gamecube , Killer 7 (even if i don't like a lot gameplay :
push a to walk on a line !!)

sometimes great gameplay/story, style can catch you a lot.
replay mario world on SNES simple graphis but awesome gameplay/fun

Another World, simple 3D ,but great varied action , presentation, story !!

this style game rocks !

Last edited by TheExpert; 01/09/06 15:15.
Re: Black and white cartoon : [Re: TheExpert] #61741
01/09/06 15:24
01/09/06 15:24
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
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ello  Offline
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Joined: Oct 2002
Posts: 8,939
planet.earth
due to my tests i once created sth like this:

btw, i have an exe in my downloadsection which might show you something in motion;)



however, what you require would be the general toon shader on everything ...
and then an edge filter (which is also easy to create) and a bw-filter (which is really simple) over the whole view.

edge filter kernel could look like this (there may be other ones around):

+ - +
- + -
+ - +

telling you which math (addition or substaction) of the neighbour pixels to use.

float4 view = tex2D(renderedView,texCoord);

view += tex2D(renderedView,texCoord+float2(-1,-1)*offset);
view -= tex2D(renderedView,texCoord+float2(0,-1)*offset);
view += tex2D(renderedView,texCoord+float2(1,-1)*offset);
...and so on

//offset should be a really small lvalue like 0.001 for example


...

float bw = (view.r + view.g + view.b) / 3;

...


[edit]
btw, i just came along this embos kernel:

-1 0 1
-1 0 1
-1 0 1

Last edited by ello; 01/10/06 14:17.
Re: Black and white cartoon : [Re: ello] #61742
01/09/06 17:17
01/09/06 17:17
Joined: Oct 2004
Posts: 1,856
TheExpert Offline OP
Senior Developer
TheExpert  Offline OP
Senior Developer

Joined: Oct 2004
Posts: 1,856
thanks, that's a good beginning ello : )
I will try to modify it to have some blur or smooth on edges or less edges,
just t otry to make it appear more like a picture.


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