Cell Shading Mod on ESF 1.2.1

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Let me guess .. HL 1 engine? Dam i am geting sick of that....
But you could just make the skin with shadows like there... and put them in the game.... Ah never mind -_- It wont be in... 100% for shure....
 
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i reskinned neds ssjtrunks to show u a bit how it will look like
im not quite sure about adding outlines, because it doubles the poly amount and doesnt work for some models because of over 5000 poly like neds trunks.
Ned SSJ Trunks

Credits:
Model: Ned
Skin: Ned/Me
Assigning for esf: Element4q2
 
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The link dosent work or something else... i coudent read german.. -_-
 
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it works
i had the wrong host before but i did change it in about ~40secs after i posted it.
how fast u are in lookin up new posts
 
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i'm not too keen on the outlines, i think it would be better for you to develop your own style of cel shading rather than aim to mimmick budokai 3 style (even though its quite nice).

personally i think if you're going to do outlines, make them like darker shades of the colour they are over the top of etc.

and maybe use of gradients or something.
 
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Hmmm.... I look abouth 13.0676532002 secounds after a threat has been updated :]

P.S i alsow sit all the time with a timer in my hand to look how fast i do everything :O

:S I be amazed if ya dont get this is a joke... ;/
 
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Sorry but you just completely slaughtered the masterpiece NeD had created. If you were going to create a Cel-Shade Mod for ESF I would suggest creating your own models instead of taking good models/skins and badly painting over them.
 
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uhh u guys are talking too much about cell shading and its not making any sense i mean i tried so many times to put cell shaded model in esf but u just cant.
 
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You can put one into ESF but you would need to know how to add it in by code in the *.qc file.
 
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ahh what do u mean by code in the .qc?

This could be cool lol,.
 
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dude WTF is this????


when u sad CELL SHADIN MODELS i was thinking more like ZEQ2...not this PAINT made models
 
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Evilgoku..what ya thinked about?....if u want like Zeq2 then do it urself... because they dont want to do it perfect... btw. quite nice.. but can use some work and details!
 

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That skin actually makes NeD's model look horrible...

Man, I didn't even know that was possible.
 
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This is simple cell shading, half life wouldnt even be able to handle true cell shading like zeqII, if im right it doubles the polycount and most pc's would have some serious fps problems

And simply cos hl isnt made for cell shading i dont think its possible to add the shading physics reall cellshading has, the closest u can get as far as i know is adding a outline o.o
 
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Sicron said:
This is simple cell shading
no, no its not, it has nothing to do with cellshading,
half life wouldnt even be able to handle true cell shading like zeqII,
wrong again, zeq2 doesnt use real cellshading, they use shaders to do what i call "mock cellshading", half life can support it but it has to be coded in, somewhat like the graphic effects of mechmod, or so i hear
And simply cos hl isnt made for cell shading i dont think its possible
half life wasnt mde to do alot of things that various mods have done to it,
 
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Well, how do you do the black outlines of the model? It looks coo IMO.
 
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Thanks for saving me the trouble Nuttzy. :]

Inakuro said:
Well, how do you do the black outlines of the model? It looks coo IMO.
Assuming you have the model decompiled and opened in Milkshape...

1) Make a bmp file with the color you want your model to outline using photoshop (or whatever) Make the size about 212x212 pixels also make sure the bmp file is changed to the INDEX mode
2) Select what you want to outline
3) Duplicate your selection (ctrl+d)
4) Go to tools/fatboy... and change the 1 to .1
5) Go to the materials tab
6) Push the 'New' button
7) Push the first '<none>' button and choose the bmp file you made in step 1
8) Go to the groups tab and select your duplicate
9) Go back to the materials tab and push assign
10) Select your duplicate again
11) Revert the vertex order (ctrl+shift+f)
12) Now smooth your model (ctrl+m)
13) Export your model into the folder you imported it from using the same name it was when you imported it
14) Find your bmp file again and put it into that folder
15) Go back to milkshape
16) Choose tools/half-life/compile qc file and compile the qc file in that folder

Hope I didnt miss anything...
 
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This seem's pretty interesting I might even give it a shot by myself.
 

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