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Author Topic: Cell Shaded OpenArena  (Read 7690 times)
Neological
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« on: February 01, 2007, 12:13:04 AM »

I discovered a link to an open source project that Cell Shades Quake 3 Arena. It's hosted on SourceFORGE under the "GNU General Public License (GPL)"

http://q3cellshading.sourceforge.net/

So I checked it out myself and see if it was really worth it. The bad part of this is that it only works, well the binaries anyway, with the retail version of Quake 3 Arena. The good news that I discovered, while going through some of their sourceforge pages, is someone managed to get it to work with the IOQuake3 exe. (Short link to Tracker topic)

Now I know nothing of programming and of the sort, so I wouldn't know how difficult to port it. This would be one of those fun things that people could use when they get tired of how OpenArena currently looks and needs a change for a while. Hell, I wouldn't mind playing in this kind of setting with OpenArena.
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fromhell
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GET A LIFE!
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« Reply #1 on: February 01, 2007, 12:34:37 AM »

doesn't look like celshading at all (the proper term is cel shading of course), looks like it's just a pro gamer's client innocentally disguised as a legitimate celshaded renderer
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Blaenk
more like blank dumb
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« Reply #2 on: February 01, 2007, 05:35:37 PM »

Yeah, I found that and incorporated it into my game (Which was pretty easy to do), but like fromhellleoleolalol said, it sucks. Also, it takes a long time to load maps and stuff because what it actually does is redraw the textures or something like that I forget, but yeah, it's not really neat and has a couple bugs. Might be easier to do using shaders, but I've never done such a thing anyways so I wouldn't know.
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