98 lines
4.8 KiB
HTML
98 lines
4.8 KiB
HTML
<?xml version="1.1" encoding="iso-8859-1"?>
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
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"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
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<head>
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<title>Q3Map2 Shader Manual</title>
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<meta name="keywords" content="id software, quake, radiant, qeradiant, gtkradiant, q3map, q3map2, shader, manual, ydnar, obsidian" />
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<meta name="description" content="Q3Map2 Shader Manual" />
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<meta name="copyright" content="Obsidian © 2010" />
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<link rel="stylesheet" href="default.css" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/_css/default.css" type="text/css" media="all" title="Default styles" />
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</head>
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<body id="articles">
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<div id="nav">
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<div id="navbutton">
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<ul>
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<div id="navtop"></div>
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<li><a href="index.html" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/index.html">Q3Map2 Shader Manual</a></li>
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<li><a href="contents.html" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/contents.html">Full Contents</a></li>
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<li>Introduction
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<ul>
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<li><a href="preface.html" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/preface.html">Preface</a></li>
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<li><a href="shader-concepts.html" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/shader-concepts.html">Shader Concepts</a></li>
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</ul>
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</li>
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<li>Directives
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<ul>
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<li><a href="general-directives.html" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/general-directives.html">General Directives</a></li>
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<li><a href="q3map-global-directives.html" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html">Q3Map Global Directives</a></li>
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<li><a href="q3map-surface-parameter-directives.html" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-surface-parameter-directives.html">Q3Map Surface Parameter Directives</a></li>
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<li><a href="quake-editor-radiant-directives.html" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/quake-editor-radiant-directives.html">Quake Editor Radiant Directives</a></li>
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<li><a href="stage-directives.html" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/stage-directives.html">Stage Directives</a></li>
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</ul>
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</li>
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<li>Articles
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<ul>
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<li><a href="texture-creation.html" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/texture-creation.html">Texture Creation</a></li>
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<li><a href="alpha-channels.html" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/alpha-channels.html">Alpha Channels</a></li>
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<li><a href="light-emitting-shaders.html" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/light-emitting-shaders.html">Light Emitting Shaders</a></li>
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<li><a href="lightstyles.html" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/lightstyles.html">Lightstyles</a></li>
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<li><a href="cel-shading.html" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/cel-shading.html">Cel Shading</a></li>
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<li><a href="decal-tricks.html" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/decal-tricks.html">Decal Tricks</a></li>
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<li><a href="foghull.html" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/foghull.html">Foghull</a></li>
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<li><a href="fur.html" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/fur.html">Fur</a></li>
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<li><a href="terrain-and-alphamod-blends.html" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/terrain-and-alphamod-blends.html">Terrain and alphaMod Blends</a></li>
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<li><a href="triggerable-shader-entities.html" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/triggerable-shader-entities.html">Triggerable Shader Entities</a></li>
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</ul>
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</li>
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<div id="navlow"></div>
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</ul>
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</div>
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</div>
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<h1>Cel Shading</h1>
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<p>Cel shading is the technique used to make your maps render like cartoons, with black (or other color) solid outlines tracing hard edges.</p>
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In order for celshading to work properly, you must use -meta when compiling the BSP.
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The funny little nonplanar/shadeangle/invert/offset nonsense in cel.shader is what makes it work properly.
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You'll know when it's working when it starts taking about 10-20x as long to make the BSP.
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<pre>
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// ink shader for maps
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// to use, add "cel" to shaderlist.txt
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// add a "_celshader" key to worldspawn entity with a value of "cel/ink"
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textures/cel/ink
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{
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qer_editorimage gfx/colors/black.tga
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q3map_notjunc
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q3map_nonplanar
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q3map_bounce 0.0
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q3map_shadeangle 120
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q3map_texturesize 1 1
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q3map_invert //inverts drawing surface for backfacing hull
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q3map_offset -2.0 //offsets surface by the specified distance
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surfaceparm nolightmap
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surfaceparm trans
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surfaceparm nonsolid
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surfaceparm nomarks
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sort 16
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{
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map gfx/colors/black.tga
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rgbGen identity
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}
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}
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</pre>
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</body>
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</html> |