• Tutorial - Outline effect usable ingame
    21 replies, posted
It's so simple yet the tutorial pic is so huge heh :) [img]http://magnetpwns.com/tutorials/pic/outline.jpg[/img]
Sweet now I can make my anime models look like the real thing.
Nice :), but won't this double the tri/poly count which = not good?
[QUOTE=thespectator]Nice :), but won't this double the tri/poly count which = not good?[/QUOTE] Well it will.
Well, unless your model is 20,000 polies or something already, it won't really be a problem.
Nice and creative. I've been wondering about this ever since that Garry-man thing or whatever that was...
I don't like this method. It wastes too many polies, and this is bad for some people.
[QUOTE=Water-Marine]I don't like this method. It wastes too many polies, and this is bad for some people.[/QUOTE] Know any better :v:?
And I don't see an outline in the picture. Can we get a really BIG before and after, so I can see what all this does? I was expecting an outline like the Madness guys have. :raise:
Well it's the outline the madness guys have... Here's a render of it: [img]http://img86.imageshack.us/img86/2241/rendermy3.jpg[/img] And before it was without the black outline...
[QUOTE=MagNet]Know any better :v:?[/QUOTE] Yes. Code a shader. Shaders aren't even 3D, so they take poly waste and throw it in the garbage. And, this 'method' you are using also adds black uneeded crap to the center of the model.
Ooh. That looks cool. But can I have an example of what Water-Marine speaks of? I assume it's a .vmt thing?
[QUOTE=Water-Marine]Yes. Code a shader. Shaders aren't even 3D, so they take poly waste and throw it in the garbage.[/QUOTE] Perhaps you'd like to try that then.
[QUOTE=Water-Marine]Yes. Code a shader. Shaders aren't even 3D, so they take poly waste and throw it in the garbage. And, this 'method' you are using also adds black uneeded crap to the center of the model.[/QUOTE] Yes, come back when you code a shader, then we'll rejoice. Until then, this is all we have.
[QUOTE=Watevaman]Yes, come back when you code a shader, then we'll rejoice. Until then, this is all we have.[/QUOTE] They already made custom shader for cel-shaded cs:s mod thingy that was abandoned.
Aw, why was it abandoned?
No idea, team broke up or they just got lazy i guess.
I can't see the picture =( I would really like to know ho to do this
Same. It would be a cool effect. [editline]08:22PM[/editline] [QUOTE=MagNet;3013440]It's so simple yet the tutorial pic is so huge heh :) [url]http://magnetpwns.com/tutorials/pic/outline.jpg[/url][/QUOTE] Hmmm... Seems the website doesn't exist...
Maybe because it's from 2006.
Pls re-upload
[QUOTE=FRIDG3;19826764]I can't see the picture =( I would really like to know ho to do this[/QUOTE] Copy the model, in Max use a push modifier on the copy, in others extrude out the copied polys by their normals, change the copied model's texture to black, invert copied model's normals, export, and compile. Ta-da. Outline.
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