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Quake III Arena, developed by the gaming wizards at id Software, |
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The goal of this project is to add Cell Shading capabilities to the Quake III |
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is the third installment of one of the most popular computer game |
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engine with Real-time performance. |
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franchises of all time. Organic caverns, gothic cathedrals and |
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futuristic spacescapes play host to Quake III Arena's unrivaled |
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blend of action, strategy and jaw-dropping technology as Linux |
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gamers are invited to square off against 32 of history's greatest |
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warriors. Built around a revolutionary new graphics engine capable |
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of delivering mind blowing 3D special effects including curved |
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surfaces and volumetric fog, Quake III Arena is the final word in |
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deathmatching mayhem. |
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This is a native build for FreeBSD. Sorry, no joystick support |
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In order to provide such feature we have decided to use Kuwahara filter. |
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is available at this time. |
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Kuwahara filter is a noise-reduction filter that preserves edges. |
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WWW: http://www.idsoftware.com/games/quake/quake3-arena/ |
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It uses four subquadrants to calculate the mean and variance and chooses the |
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mean value for the region with the smallest variance. |
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- Linas |
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To increase the hand-painted effect we have decided to apply a simple blur |
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shirshegsm@gmail.com |
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filter to reduce hard-edges on textures and increase the flatness effect. |
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To produce the cell shading effect we use no graphics card shaders, so our |
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implementation could run with almost any gfx card. The edge effect is produced |
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by painting backface polygons with a thick wireframe without textures and |
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repaint all the scene, but this time, with textures. |
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We have also implemented a different algorithm (we call it White Texture), |
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which uses white textures. It looks like this and this, you can set the |
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console variable r_celshadalgo to 2, and load another map, or run using the |
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appropiate link that came with the release. |
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WWW: http://q3cellshading.sourceforge.net/ |