Trust your eyes... its cel-shading in Q3 on the whole map! Actually this is a
very cheap method of cel-shading, but hey it works !
How is it done you ask? Well, cel-shaded maps are supported by
Q3MAP2 , a third-party Q3
BSP compiler that actually supports pretty neat features. I think this tool just
generates insane small texturecoordiantes for the usual faces and then doubles
them. The clones then get shaded with a special cel-shader that looks this way:
- qer_editorimage gfx/colors/black.tga
q3map_notjunc- q3map_nonplanar
- q3map_bounce 0.0
- q3map_shadeangle 120
- q3map_texturesize 1 1
- q3map_invert
- q3map_offset -2.0
- surfaceparm nolightmap
- surfaceparm trans
- surfaceparm nonsolid
- surfaceparm nomarks
- deformVertexes wave 100 sin 2.0 0 0 0
- cull back
- {
- map gfx/colors/black.tga
- rgbGen identity
- }
It just draws the backfaces, slightly scaled up, with a black texture. And voila! you have some black lines around your geometry.
