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View Thread: VC Cell Shading
Vietcong.Info » Vietcong General Discussion » General Discussion
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VC Cell Shading
MUERTE
Hi all.

After lots and lots of testing.

I managed to implement the "shaders" "cell shading" to the game.

Now I can say it is very likely to create a great mod.

Also I have been able to implement a lot more effects.



- SMAA Anti-aliasing
- Cartoon
- Advanced CRT
- LumaSharpen
- Bloom
- HDR
- Technicolor
- Cineon DPX
- Monochrome
- Lift Gamma Gain
- Tonemap
- Vibrance
- Curves
- Sepia
- Vignette
- Dither
- Border



http://i49.tinypi...dr9jcy.jpg


Now I only draw the new textures in style "Toon".

Hope you like the news.

Greetings.

And thanks to "Brchi" for your help.


FAW
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  x 2  x 1
 
http://clanspa.x10.mx/
Curandero
I don't know much about all this but I can feel the improvement on the screenshot already. Great job, keep it up!

edit: Everything on the screenshot is outlined in black. Cartoonish.. I guess you are still testing everything.
Edited by Curandero on 08-04-2013 21:19
 
MUERTE
Is a beta phase of "shader".

I hope to make many more improvements.

Anyway.

"Cell shading" does not look very well with the original textures.

This style is designed for cleanest textures.

Doing this kind of textures is what I take more time and I can not say how long, because do not know.

Thanks "Curandero" for your interest.
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http://clanspa.x10.mx/
apfelbaum
i think it is enough to blurry the textures!?
the HUD is still affected, can you fix it?
anyway, it looks good (y)
 
MUERTE
I will redesign all textures from 0.

And hand drawn textures.

If I do not do this will not be a great mod.


So I have a tedious job to pencil and paper.


And to fix errors "HUD", I have to create a new one.

A clear example of what I want to achieve is the game:

Dugeons Defenders

You understand, I want to do? ^^
Edited by MUERTE on 08-04-2013 23:31
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http://clanspa.x10.mx/
Curandero
If you need help, I think I might be able to do some texture works if you can tell me what is needed.

edit: I looked up some screens from dungeon defenders.. well.. are you sure you want to move into that direction? Cool
Edited by Curandero on 08-04-2013 23:59
 
MUERTE
For this mod you need to have good hand for drawing and a graphics tablet for drawing.

For now take a while until you optimize the "shaders".

But thanks for your help.

And on "Dugeons defeders" is just inspiration.

The final finish will be like this:

https://www.googl...mp;bih=899


I think that would be great with this style. Or style Borderlands.



I'm still thinking about it. Smile
Edited by MUERTE on 09-04-2013 00:32
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http://clanspa.x10.mx/
andy_kosela
IMHO the best cell shading I have seen in FPS was in "XIII" [1] from 2003. You can take a look at this and maybe it will inspire you to do some similar work.

Also I think that the best thing that could improve Vietcong graphically would be to reimplement all _current_ textures in HD. Similar things were done e.g. for Half-Life before Black Mesa project.


[1] http://www.google...w52zEJ-Ubc
Edited by KostiCZ on 09-04-2013 08:11
  x 1
 
www.andykosela.com
MUERTE
andy_kosela wrote:
IMHO the best cell shading I have seen in FPS was in "XIII" [1] from 2003. You can take a look at this and maybe it will inspire you to do some similar work.

Also I think that the best thing that could improve Vietcong graphically would be to reimplement all _current_ textures in HD. Similar things were done e.g. for Half-Life before Black Mesa project.


[1] http://www.google...w52zEJ-Ubc



Hi andy.

I know the game.

And the truth is that I really like this type of "cell shading".

It is likely that the end result is similar to this game. ^^


hey MUERTE,

how are you? long time ago we had a talk.

do you use ENB dll, with shader effects.txt files?
if you use ENB you will get crashes, cause of the player-models. some models are corrupted and can't be fixed. i tried to fix them with HS but it doesn't work, cause data size is different. only way to fix some crashes is to change the ini files, but that doesn't work in coop mode.

if i'm right you can't create all post processing effects with shader txt files.
here are some examples i did with Brchi's converter - dll (d3d8 to d3d9) in combination with an enb file.
anyway it would be good to have someone, who knows/understand to create D3D files to have an own dll which works perfect with vietcong, cause ENB is made for other games and it will not work right with VC.
but all those tests shows it is possible to have post processing effects working with ptero-engine VC


Hi LDC-78.

I'm fine. Thanks for asking.

I do not use "ENB".

It has many problems.

I found an alternative that seems to work perfectly and reliably.

But it only works with the converter "DX8" a "DX9" of "Brchi".

If you are interested send me a "MP".

This afternoon I'll upload a photo of the game to the effect "cell shading" improved.
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http://clanspa.x10.mx/
MUERTE
Here I show some new screenshots of the "shader" best set.


The brightness is not why, but ingame looks brighter than in the images.


1- http://i48.tinypi...qi48zr.jpg


2- http://i45.tinypi...mzfmad.jpg


3- http://i46.tinypi...30hjdj.jpg


4- http://i50.tinypi...19kqkw.jpg


Hope you like.

And any suggestions would be welcome.

SlĂ inte
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http://clanspa.x10.mx/
dong
hey dudes, I would like to know if you would know if it's possible to implement reflective water in the ENB?

I'd also like to have reflections on all the weapons (now it's only for some of them).

thx in advance.
 
Confused Master
reflections do work with enbseries in vietcong but you see text inside the reflection... for example the chat or "game inactive - waiting for more players"

btw i still wonder how you guys get enbseries to work with vietcong 1.6
 
http://www.teamplay-community.de
dong
@LDC-78: could you tell me how you got motion blur and DOF working in ENB? can you send me the configuration? thx.

regarding reflections: I tried running ENB on a map with static reflections in the water and I got dynamic reflections on the water but it seemed a bit off and glitchy. I'd say they are most suitable for the knives but having them on the weapons looks nice too.
 
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