Cel shading in BM?

Today I was bored and read through wikipedia… and then I remembered that game XII which had cool stylistic graphics… So I looked up “Cel shading” and found the article…
Then I remembered “Far Cry (1)” had multiple rendering options and I was wondering how BMS would look with optional Cel shading, because I always loved HL1’s graphic-style (which sometimes was a bit comic-like). Team Fortress 2 also uses Cel shading from what I’ve read on Wiki and to me TF2’s presentation is the most HL1-like (Well I didn’t like TF2’s style at first but after a while I started to really love it… Sure… The playermodels look unproportional and unrealistic but wah!.. It’s just stylistic and it’s something really cool, individual and special)
My suggestion: Add optional Cel shading (or whatever-shading) to Black Mesa to discreetly influence the mod’s colours and to imitate HL1’s comic-style. What do you think about this?

btw. … Will it be possible to modify the sky in Black Mesa? In HL1 you were able to modify it somehow… On some servers you have a Xen-sky on crossfire for example… (https://www.youtube.com/watch?v=0tsAP6wGWeY&feature=related) I always thought this was really cool. Will this be possible in BM?

Adding cell shading is not a drop in process and would require more than a convar. Most of the stylistic effects achieved in TF2 is texture based and not done with shaders. So that would require a complete retexturing of all in game models. A stylized effect could be obtained with some color correction and other post processing effects but I doubt at the same level of TF2 or XIII. (not at least without a boat load of work)

Team Fortress 2 does not use Cel shading, and I think that the Source engine is not capable with this rendering option anyway. In this late stage of development the devs won’t make the effort to find a way to bring this feature into Source engine. But if you’re lucky I might be wrong and someone already did something like this like JamesKane did with his tests with visual special effects.

But it should be possible to change the skyboxes since it is still some files in a certain folder which have to be exchanged.

Edit: ninja’d :ninja:

I would not want BM cel-shaded. Jus’ sayin’…

As you wish…

Most “Cel-shading” you look at is texture work.

Even Borderlands used pure texture work to do that.

Actually with their new Z and N buffers, they’d definitely be able to pull it off with a post process.

…Wow.

…so cool :slight_smile: ) … but I remember this. It was a 1. April joke by the dev team… :<

It just doesn’t feel like Half-Life to me.

Of course it doesn’t, that’s a joke picture…?

Also, the Xen sky on crossfire is likely a result of a glitch in HL1, wherein if a map doesn’t have a set skybox in hammer, it uses the skybox of the last loaded map which did.

In my opinion the dam picture has real hl1 style… The second pictury on the other hand doesn’t, because the textures don’t fit together… In original HL1 there was a tile-floor and concrete walls with paint on them.

HL1 had comic-book style graphics? Back then it looked pretty realistic actually. Surely it may give you that impression now, when compared to modern games, but Half-Life 1 was supposed to have a fairly realistic graphic style back when it was made.

Cel shading looks pretty nice in Source

:mono:

You can use the node shader system to create a post process shader.

:retard: looks pretty grainy in places though, not sure if that’s just the video

I think it looks really nice and fits well with the Source engine, but not in Black Mesa. :stuck_out_tongue:

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.