Cel-Shaded Map Thing

Cel-Shaded Map Thing

Re: Cel-Shaded Map Thing Posted by Campaignjunkie on Sat Nov 8th 2003 at 6:27am
Campaignjunkie
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Posted 2003-11-08 6:27am
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User posted image

I haven't bothered to finish the rest of the map yet (really a lot of work to get cel-shading of this degree to function well). As you can see, there are bugs here and there that I forgot to fix, and the whole level is just one giant leak (red space is the void). Don't pay attention the r_speeds yet; VIS hasn't been run on this yet.

Anyways, I guess I'm posting this to let you know that there are people stupid and crazy enough to attempt something like this. :smile: At the moment, this is going to be used / adapted for a cartoony TDM mod and a personal project. That is, if I maintain sanity long enough to finish it.
Re: Cel-Shaded Map Thing Posted by Sinner_D on Sat Nov 8th 2003 at 6:35am
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Posted 2003-11-08 6:35am
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wow CJ, that really looks pretty good...however i fear its going to not only limit the size of ur maps (as you'll be forced to enclose the map somehow, most likely in a large box :O ) and arent the epolys gonna sky rocket seeing as how everything has func_illusionary's surrounding it?

well anyways, goodluck...im not a real fan of cel-shading, but ill admit it really does look good. :biggrin:
Re: Cel-Shaded Map Thing Posted by R@lph VViggum on Sat Nov 8th 2003 at 6:39am
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Looks good so far, very original. Hope it turns out well.
Re: Cel-Shaded Map Thing Posted by Campaignjunkie on Sat Nov 8th 2003 at 6:49am
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Sinner_D said:
however i fear its going to not only limit the size of ur maps (as you'll be forced to enclose the map somehow, most likely in a large box :O ) and arent the epolys gonna sky rocket seeing as how everything has func_illusionary's surrounding it?
Well, I haven't enclosed it yet due to laziness. And why bother enclosing it if I'm going to change it within a day or two? Not much point in enclosing it yet, except to get some lighting in, but the lighting is probably going to be simple due to the cartoony nature of the map.

Func_illusionaries raise wpoly. Only models will raise epoly. And a very valid concern... But I'll figure out a way, hopefully. Actually, I have an idea on how to make cel-shading certain objects much simpler, but haven't tried it yet.

Ralph: Thanks. As for it's "originality", I have a quick tutorial on converting about any texture to a cartoony-form ready to go; just need to get some screen captures taken and proofread it quickly. Pretty soon it will be anything but original. :razz:
Re: Cel-Shaded Map Thing Posted by Dr Brasso on Sat Nov 8th 2003 at 7:15am
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too bizarre for words CJ, :leper: but looks so damn wierd, its cool as hell....id love to see the final product.....gj man

Doc Brass... :dodgy:
Re: Cel-Shaded Map Thing Posted by KoRnFlakes on Sat Nov 8th 2003 at 7:25am
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nice, looks just like XIII & thats a fkin fantastic game.
Re: Cel-Shaded Map Thing Posted by G4MER on Sat Nov 8th 2003 at 9:20am
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I like it!

Hey If U can enclose the sky with a red sky that would be sweet. =)

Korn your right it is indeed!

($)
Re: Cel-Shaded Map Thing Posted by Orpheus on Sat Nov 8th 2003 at 11:14am
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i think its very original looking, but i also would not use it, i find that it de-evolves the feel/looks of the HL map..

not necessarily a bad thing in itself tho, just personal preference.

i never liked duke looking HL maps, or doom looking ones, and royally hated cartoonish ones like mario, it just brings the tech level down to far.

still some do not like the glossy high res textures either, and i love those myself..

either way CJ, i would like to see this in game, be sure to holler when its ready.

[EDIT] BTW, i take it, that is a steam ingame shot???

how did you get the r_speeds to show?
Re: Cel-Shaded Map Thing Posted by KoRnFlakes on Sat Nov 8th 2003 at 1:00pm
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the same way you normally do. use console - or you could just add it to your launch options.

+ orph, go try out XIII - You wont hate the style after that im sure.
Re: Cel-Shaded Map Thing Posted by Sim on Sat Nov 8th 2003 at 3:10pm
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This is basically what was done in the BuzzyBots maps.
Re: Cel-Shaded Map Thing Posted by OtZman on Sat Nov 8th 2003 at 5:11pm
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<TABLE cellSpacing=0 cellPadding=1 align=center border=0 VALIGN="TOP">
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<TD align=middle>
...cool. Looks really cool... I?m looking forward to see the final result. :heee:

Isn?t there a cel-shade map in SvenCoop?

</TD></TR></TBODY></TABLE>
Re: Cel-Shaded Map Thing Posted by Campaignjunkie on Sat Nov 8th 2003 at 5:15pm
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Sim said:
This is basically what was done in the BuzzyBots maps.
No BuzzyBot mapper was crazy/stupid enough to cel-shade almost the entire map (which is what I'm doing). The only BuzzyBot map to feature cel-shaded brushes was bb_mars, but that was already past the "Golden Age" of BuzzyBots and only saw little playtime in BB 2.3. And even then, only crates and barracades were cel-shaded.

Orph:

Just activated developer and turned the r_speed display on. The Steam console is vastly superior to the original HL one; it will guess what command you're typing in.

There's different art styles for virtually anything, Orph. Would you say modern art has been de-evolved from Renaissance art, for example? They all have their own merits.

KoRN:

Thanks. Yeah, it's semi-inspired from XIII a bit. Although I honestly don't like XIII too much from what I played in the demo. Oh well... It has David Duchovny! Now I have to buy it.

OtZman:

No, that only had cel-shaded models. But it's pretty cartoony in architecture and such... But the textures are used far too haphazardly for my tastes. Just seems ugly in a lot of places.
Re: Cel-Shaded Map Thing Posted by Campaignjunkie on Sat Nov 8th 2003 at 9:22pm
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Posted 2003-11-08 9:22pm
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Did a compile with some ugly-ass environmental lighting.

User posted image

User posted image

User posted image

I personally really like how the towers and the light-post turned out. :smile:
Re: Cel-Shaded Map Thing Posted by Orpheus on Sat Nov 8th 2003 at 9:56pm
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you know, i tryed a half dozen times to get the r_speeds to function with no luck. it would show while console was open, but close when you pressed the tilde key again :sad:

now, i try once and it works.. thats just to forkin odd :confused:

anywhos, does anyone remember a good link to the crosshair site? and if steam will allow custom crosshairs or not?

anyways, thanx CJ, your encouragement helped.

and i meant no real offence with the de-evolved comment, i meant it as, why make the map look as if its running with old textures on purpose, such as old doom ones or mario?

not de-evolved as in substandard products
Re: Cel-Shaded Map Thing Posted by KoRnFlakes on Sat Nov 8th 2003 at 11:10pm
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omg, N1 cj. I love it. Lookin really good.
Re: Cel-Shaded Map Thing Posted by Cash Car Star on Sat Nov 8th 2003 at 11:12pm
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Orph, type this in your console:

developer 1

Turns on developer and your r_speeds will show. It's kinda nice cause it'll only show one line of them instead of four.

I like the look, CJ, but the piss-yellow lighting isn't doing it for me. If it's still dawn then a few of the lights should be on... But I'm guessing you haven't really worked on the lighting that much. Don't forget to superscale the black textures.
Re: Cel-Shaded Map Thing Posted by ReNo on Sun Nov 9th 2003 at 4:37pm
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LOL, bad choice of environment light, but the effect is very nice, coolest thing I've seen done in HL for a long time :smile:
Re: Cel-Shaded Map Thing Posted by Gollum on Sun Nov 9th 2003 at 10:36pm
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Wow. That looks excellent :smile:
Re: Cel-Shaded Map Thing Posted by Jinx on Mon Nov 10th 2003 at 1:04am
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I don't think it's possible to devolve a game as old as HL, Orph, especially given its hideous and mis-sized default textures. :biggrin:

I think it looks really interesting. how exactly are you creating this effect? and have you thought about the map and its theme beyond just creating a map with this effect?
Re: Cel-Shaded Map Thing Posted by ReNo on Mon Nov 10th 2003 at 11:31am
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I think this is just being used as an example of the techique...to try and pimp out hit tutorial more perhaps :biggrin: Take a look at that tutorial to see how to do it. I might give a cel shaded map a try myself sometime, looks like fun :smile:
Re: Cel-Shaded Map Thing Posted by Adam Hawkins on Mon Nov 10th 2003 at 1:02pm
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Seems like a hell of a lot of extra work, but I have to admit that the overall result is pretty spectacular :smile:
Re: Cel-Shaded Map Thing Posted by fraggard on Mon Nov 10th 2003 at 3:22pm
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I like the look CJ, because It's very different and original. But I think the lighting is going against it. That and the high-res textures. Maybe if you blur them all out and leave it very patchy. (There's an effect called "Watercolour" in PSP. Seems excellent for this kind of theme). And maybe you can make the lighting suit the effect by using higher chop sizes? (>128 maybe).

It'd be really nice if you could extend the unrealistici-ness to the textures and lighting. It'd be a definite winner

/2cents
Re: Cel-Shaded Map Thing Posted by KungFuSquirrel on Mon Nov 10th 2003 at 3:31pm
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the whole level is just one giant leak (red space is the void). Don't pay attention the r_speeds yet; VIS hasn't been run on this yet.
So, ah, why are we complaining and commenting about the lighting? :wink:
Re: Cel-Shaded Map Thing Posted by azelito on Mon Nov 10th 2003 at 4:05pm
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Amazing! :eek:
Re: Cel-Shaded Map Thing Posted by Loco on Mon Nov 10th 2003 at 4:45pm
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Very, very nice. Hope this map plays well. If so it could be quite something. You might want to ignore the play-well comment from me... better coming from somebody else who hasn't released a dire map for a competition involving brush errors!
Re: Cel-Shaded Map Thing Posted by Adam Hawkins on Mon Nov 10th 2003 at 10:09pm
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Your map wasn't bad Loco. Sure, it had a few brush errors but it also showed a lot of potential for future maps :smile: We learn from our mistakes...you should see my early mapping attempts (shockingly bad!).
Re: Cel-Shaded Map Thing Posted by Campaignjunkie on Mon Nov 10th 2003 at 11:32pm
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Campaignjunkie said:
Did a compile with some ugly-ass environmental lighting.
See? I affirmed it was ugly myself! Let up about that; I'm sorry! :lol: Thanks for the comments anyways. This sort of started out as an example for the next tutorial, but it's grown into a 2fort style map for an HL mod I'm working on.

Fraggard: High-Res textures? I just adjust levels/contrast of a texture and run a filter over it to make it like that; there are probably essentialy 7-8 colors per texture. Probably functionally similar to Watercolour (I use PS7). I don't think having the chop sizes would produce cartoony lighting; just large block stuff.

ReNo: Well, it was. I'm using some other techniques to cel-shading this; but definately not the tutorial ones. Would be too much work and too inefficent. I suppose the current tutorial is still good for learning about the basic concept anyways (which is what truly counts :biggrin: )

Jinx: Going to be pretty much a semi-traditional HL map; similar style architecture/scale, but cartoony and such.

More screens coming soon. So nice to see so much enthusiasm.
Re: Cel-Shaded Map Thing Posted by Mr.Ben on Tue Nov 11th 2003 at 4:10pm
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It sucks... err... i mean... you suck! Yeah :razz:

On a slighty more serious note i do actually like it. There i said it! I like it now leave me alone!
Re: Cel-Shaded Map Thing Posted by =AoD= Captain on Tue Nov 11th 2003 at 10:51pm
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I like it. The two guard towers and bridge remind me of cs_siege. If only you could put together some cell-shaded models too, give the whole effect. You could do a plain blue sky so that that everything else stands out and you don't have to mess with the skybox not looking shaded.
Re: Cel-Shaded Map Thing Posted by G4MER on Tue Nov 11th 2003 at 11:01pm
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Very Nice.. I look forward to playing this map.

($)
Re: Cel-Shaded Map Thing Posted by Dr Brasso on Wed Nov 12th 2003 at 2:09am
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methinks CJ has been into the mushrooms again.... :rofl: j/k bud, lookin' really really bizarre, yet cool as hell.... :wink:

Doc Brass... :dodgy:
Re: Cel-Shaded Map Thing Posted by Gorbachev on Wed Nov 12th 2003 at 2:17am
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Gives me such a Jet Set Radio feel, I love it.
Re: Cel-Shaded Map Thing Posted by ReNo on Thu Nov 13th 2003 at 12:20pm
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Ah, JSR, how I loved it so :smile:
Re: Cel-Shaded Map Thing Posted by Hornpipe2 on Fri Nov 14th 2003 at 4:59am
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Your map can have my children.
Re: Cel-Shaded Map Thing Posted by mazemaster on Fri Nov 14th 2003 at 6:58am
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So... wait, how did you do it? coding? extreme texturing? inside-out func_illusionaries around objects?
Re: Cel-Shaded Map Thing Posted by G4MER on Fri Nov 14th 2003 at 10:00pm
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He posted a Tutur. on how he did the shell shading, one I printed out.. =)

http://www.snarkpit.com/editing.php?page=tutorials&id=50

Take a look.. =)

($)
Re: Cel-Shaded Map Thing Posted by Campaignjunkie on Fri Nov 14th 2003 at 10:35pm
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My good texture artist buddy has offered to make me textures that are proper textures, not some hack-job 5 year-old fingerpaintings that I'm using. Next tutorial coming sometime during the weekend along with some screens and decent lighting.

EDIT: Oops, got wrapped up with other things. Remember that the best things in life come to those who wait! Or something.
Re: Cel-Shaded Map Thing Posted by wckd on Sat Nov 15th 2003 at 4:25pm
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very cool.
Re: Cel-Shaded Map Thing Posted by Myrk- on Mon Nov 17th 2003 at 2:56pm
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What command lines do you put in the compile or is it not as simple as that.....
Re: Cel-Shaded Map Thing Posted by fraggard on Mon Nov 17th 2003 at 3:54pm
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That's neither a question, nor a statement Myrk :razz: . But I think you might want to see this:
http://www.snarkpit.com/editing.php?page=tutorials&id=50
Re: Cel-Shaded Map Thing Posted by ReNo on Wed Nov 26th 2003 at 5:27pm
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So whats happening with this map then CJ, hope it hasn't been scrapped?
Re: Cel-Shaded Map Thing Posted by Cassius on Wed Nov 26th 2003 at 7:38pm
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ReNo said:
So whats happening with this map then CJ, hope it hasn't been scrapped?
*seconds
Re: Cel-Shaded Map Thing Posted by Mr.Ben on Wed Nov 26th 2003 at 8:58pm
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He's probably busy working to satisfy the needs of the demon KFS!

We love you really... honest. :razz: me hides in a corner
Re: Cel-Shaded Map Thing Posted by Campaignjunkie on Wed Nov 26th 2003 at 11:05pm
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1) Nightwatch deadlines! Do not bring about the wrath of the squirrel... :smile:

2) Waiting on those textures still. I typically make architecture around the textures (which is probably bad practice?); it helps fit everything together and scaling too.
Re: Cel-Shaded Map Thing Posted by Myrk- on Thu Nov 27th 2003 at 11:36pm
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Not really, I often find I make a map only to find no textures exist for it that I like... and I'm too lazy to make a whole set of textures.
Re: Cel-Shaded Map Thing Posted by ReNo on Fri Nov 28th 2003 at 9:49pm
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I don't think its bad practice, although I guess a lot of places would expect you to work the other way around (where textures are made for the level, rather than the level is made on the textures). I do kinda half and half.
Re: Cel-Shaded Map Thing Posted by Forceflow on Sun Dec 21st 2003 at 9:49pm
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How's this map going, in fact ? Haven't heard anything of it in the last weeks.
Re: Cel-Shaded Map Thing Posted by Campaignjunkie on Sun Dec 21st 2003 at 10:20pm
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Sorry, been occupied with other things... Still working on it when I can, though. Winter Break will hopefully yield a possible alpha? Not sure yet.
Re: Cel-Shaded Map Thing Posted by Campaignjunkie on Mon Dec 22nd 2003 at 4:08am
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Well, here's a small BSP for anyone who wants to try it. Just unzip to \valve\ (on Steam or WON installations) - all the ZIP has is a .bsp and a skybox from BuzzyBots.

http://boga.racknine.net/cel/cel_shade_4.zip

There's still some annoying little glitches and errors everywhere. And r_speeds are pretty high (peak at 1200's). Might be able to bring it down to 1000's if I'm lucky.

The effect is kind of minimal in screenshots, but I think it looks better in-game.

User posted image

User posted image

User posted image

User posted image
Re: Cel-Shaded Map Thing Posted by Cassius on Mon Dec 22nd 2003 at 8:22am
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f**kin' amazing.