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Work in Progress / My Psuedo Toon Shading

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dabidos
21
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Joined: 26th Mar 2003
Location: United States
Posted: 4th Sep 2003 08:10 Edited at: 5th Sep 2003 03:37
Hi,
Because the cartoon shading commands didnt work on my comp with u5 and dx9.0b (must be my graphics card(geforce fx 5200)) I made this way of cell shading which gives a really similar effect to the one that comes with that .fx file. download it and can you please tell me your fps and your system specs.
I get 21fps on a P3 450mhrz,192 mb, GeForce FX 5200.Oh yeah, read the readme for controls.


*Post 4 for updated file*

have fun,
dabidos

p.s. i dont like screenshots as they dont show the effect as well as real time.
edit: small pic for incentive

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rapscaLLion
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Joined: 29th Aug 2002
Location: Canada
Posted: 4th Sep 2003 17:11
I get 4 fps
But otherwise it looks excellent!
So how did you do it? (or is that a secret)

Alex Wanuch
aka rapscaLLion
D Man
21
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Joined: 3rd Oct 2002
Location: Germany
Posted: 4th Sep 2003 17:16
I get 58 frames.
Looks really cool.

God is real, unless declared integer.
dabidos
21
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Joined: 26th Mar 2003
Location: United States
Posted: 5th Sep 2003 03:36 Edited at: 5th Sep 2003 05:04
hi,
4 fps? hmm it must be that large sprite on the bottom. 58 frames is pretty good D Man. Can you guys tell me your system specs? Well by the time im done with this message a new version will be uploaded and will give a better fps. ive been optimizing the styles and was working on a dynamic shadow sytem that bends to other objects like real shadows would. also ill try my hand at creating a black outline like a real toon shading would do but without actually doing the flip model trick. thanks for all the good comments,too
i get 48 fps with the new file :X

new file: http://dbrand.dbpcommunity.com/toon.zip
(read readme for controls)

-dabidos

ps: Does anybody know how to make an object semi-transparent?

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John H
Retired Moderator
21
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Joined: 14th Oct 2002
Location: Burlington, VT
Posted: 5th Sep 2003 05:13
Try setting the objects alpha.

RPGamer

Current Project: Eternal Destiny
Porting all files to my new computer
John H
Retired Moderator
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Location: Burlington, VT
Posted: 5th Sep 2003 05:14
Fade object, Ghost object etc...

Current Project: Eternal Destiny
Porting all files to my new computer
Shadow Robert
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 5th Sep 2003 06:45
50fps ... and i wouldn't really call this Toon Shaded... its more of a 16bit shiney look.

Terabyte
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Location: UK
Posted: 5th Sep 2003 14:01
oooooo!

does geforce fx 5200 support cartoon shading.... im about to get that card!

does anyone here KNOW (note the word KNOW not the word suppose or hypothesise although that wud be gramatically incoreect : does anyone here hypotheseize)

ok ignore that just anser the first bit

>>TerraByte. Putting the Byte back into Terragramming<< If my post has less than 20 typos then it wasnt me who wrote it!
Critters
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Location: United Kingdom
Posted: 5th Sep 2003 20:17 Edited at: 5th Sep 2003 20:25
if this isent toon shading then you could create a name yourself!

For example - 'dabidos shading'

lol

[Edit] - excellent speed considering my computer spec

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indi
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Location: Earth, Brisbane, Australia
Posted: 5th Sep 2003 21:16
lol raven didnt read the read me pfft.

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dabidos
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Joined: 26th Mar 2003
Location: United States
Posted: 5th Sep 2003 23:47
hi,

@indi: guess not:X

@Martin: yea i was thinking aout naming it but dabidos shading sounds weird. doesnt really tell about the shading does it? ha. it seems to run pretty fast on most old cards too. anything higher then 30 fps is good for human eyes.

@terrabyte: my geforce fx supports sphere,cube,reflective,vertix, and pixel shaders. dont know why it doesnt support dx cell shading.

@raven: for me to create another way of cell shading, i will need lower access to the rendering code. but since this is basic my only way is to create a tpc like the DBGL thing.

@rpggamer: thanks but when i do any of those the limbs shade each other when they connect creating a weird effect.

@dman: thanks for the comment

@rapscallion: you should try the new version without that big sprite bringing down the framerate. i think you should come up to the 20s or so.

thanks for the comments,
dabidos

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M00NSHiNE
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Joined: 4th Aug 2003
Location: England, UK
Posted: 6th Sep 2003 21:13
ive just checked it out and damn thats a good effect - and its super fast too.

My specs:
P3 866mhz
radeon rv100 (7000 series)
256m sdram
dx9.0 etc.

You get the picture, but get this - the demo ran at 66fps, which is faster than anything has run before! On previous DBC projects it never topped 60fps and pro didnt seem to either.

Can i ask how the effect is created (just brief, dont give away the secret) and are you going to make it available to others?

Also it does seem a tad bit shiny, i think it would look better if it had a 'matt' effect rather than glossy, and my favorite of the 3 types was the first with the 3 shades on it. Keep up the good work!!!

"It's amazin' what you can do with a computer and access to t'internet"
Preston C
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Joined: 16th May 2003
Location: Penn State University Park
Posted: 6th Sep 2003 21:43
I got 63 FPS, looks cool, please share your secrets!

My Specs:
Intel Celeron 1.3 Ghrz
512 MB Ram
NVIDIA GeForce FX 5200 128MB
DX 9.0b


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dabidos
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Location: United States
Posted: 7th Sep 2003 00:37 Edited at: 7th Sep 2003 00:38
hi guys,

well because i want to progress the fame of dark basic pro and all that and give help to people who cant get cartoon shading working i decided to give away how i did it (and in nicely formatted and easy to read code too!)

http://dbrand.dbpcommunity.com/PsuedoToonExample.zip
This example is less then 20 lines excluding the REMs and the spaces for easy reading. This also shows how fast it is with 12,068 or something polys being rendered in the screen and it coming out 68 fps on my comp. I could put this in the 20-line challenge thing but my media is larger then 200k.

good luck,
dabidos

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Preston C
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Location: Penn State University Park
Posted: 7th Sep 2003 01:08
its only sphere mapping? cool. testing it out with different objects to see what affect I get.


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M00NSHiNE
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Location: England, UK
Posted: 7th Sep 2003 01:47
Thanks for being so genorous in giving your code away to help others - you deserve credit if anyone uses this.

If you want to put this in the 20line challenge, I see its the pelican x-model that takes up all the room.

Have a look on a site such as www.3dcafe.com for free models that are hopefully smaller. As this is a non commercial demo you'll be fine to use them as long as you put a text file with the download telling people not to use the model without the author's consent.

Thanks again.

"It's amazin' what you can do with a computer and access to t'internet"
dabidos
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Location: United States
Posted: 7th Sep 2003 03:22 Edited at: 7th Sep 2003 03:46
Hi,

@NWC: Actually the real effect is in the toon.bmp. how you format your greys and whites will determine how well it works with other objects. A flat object or completely spherical object wont look as good with the toon.bmp i supplied. if you need any examples on what i mean just ask. Examples at bottom of post.

@M00nshine: thanks but i dont think such a simple effect will earn a lifetime membership to DBDN. or maybe it is . I will try to create a nice toon model for it or something like that and improve the code a bit like making real time created toon maps. and your welcome.

dabidos

Extra: http://dbrand.dbpcommunity.com/ToonMapExample.zip
Some more toon maps to play with!

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Shadow Robert
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Location: Hertfordshire, England
Posted: 7th Sep 2003 08:10
i did read the readme... and to me it isn't very toony, even when you do switch onto the other settings.

Toon Shading is - Outline, Highlight, Base, Shadow
instead this is - n|a, Shadow, Lighter Shadow, Base

just looks like a 16bit metal effect to me, i know that the Outline is on the way and i do look forward to it so wasn't gonna comment on that ... but its really how many cartoons have you watched which have several layers of shadow and no highlight?
i mean setting 3 is very good for it, but still without the highlight its just not doing it for me.

-- --

oh and the Toon Shader does work on the FX5200 i'll see if i can get on my machine later and upload a working example, you just gotta know howto use them

M00NSHiNE
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Location: England, UK
Posted: 7th Sep 2003 13:18
I did notice that the effect takes a while to compile each time the exe is run, which would mean that if loads of objects in a game had this effect applied, then it would be really slow loading - is there another method of doing this effect maybe that cuts out the sphere mapping bit?

"It's amazin' what you can do with a computer and access to t'internet"
HZence
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Posted: 8th Sep 2003 04:43
Specs:
P4 1.6 GHz
640 Megs SDRAM
GeForce4 MX 420

I get 66 FPS. Nice work

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Sync
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Location: Hungary
Posted: 8th Sep 2003 18:38
Hehe

I have TNT2, Cel 1000, 192MB SDRAM and I got 66 FPS too.

Programmer of BorzGames

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