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Posted: Sat Jul 25, 2009 10:45 am
by hybrid
Well, using a black wireframe with zbuffer-mode <= should work better AFAIK. Similar to the hidden line removal method, just that you use a properly rendered model first, not a fully transparent.

Posted: Mon Jul 27, 2009 4:32 am
by bobyBola
shadowslair wrote:You may try "the old style" cell-shading, where you make a copy of your model mesh in your modelling program and scale it up a bit, set the material (usually black) and invert the nomals. I believe this a good alternative. This doubles the ploy count of your character, which in this case is really simple, so it can be achieved. Using shader gives better result though... :wink:

PS: In fact this can all be achieved using Irrlicht code too.
how to invert the nomals using irrlicht code??

Posted: Mon Jul 27, 2009 9:45 am
by bitplane
Not invert the normals, you don't need any lighting. Just draw the back faces of the mesh. Set SMaterial.BackFaceCulling = false, FrontFaceCulling = true

Posted: Tue Jul 28, 2009 1:57 am
by grumpymonkey
Looks awesome! I would like to see how it turns out since i dont know anything about indonesia. Hopefully its not restricted to kids only :P

Posted: Tue Jul 28, 2009 2:49 am
by bobyBola
grumpymonkey wrote:Looks awesome! I would like to see how it turns out since i dont know anything about indonesia. Hopefully its not restricted to kids only :P
thanks..
it's not restricted to kids.. but the games difficult are made to the kids ability, but i think the product will only sell in indonesia.. cause it's only use one language... sometimes we have 2 version of language indonesia and english.. but for this product.. it only produce in indonesia language

Posted: Tue Jul 28, 2009 3:52 am
by bobyBola
this use
SMaterial.BackFaceCulling = false, FrontFaceCulling = true

Image

and this use
SMaterial.ZBUFFER = false or SMaterial.ZWRITE_ENABLE = false

Image

the scaled is draw first then the normal one

Posted: Tue Jul 28, 2009 4:09 am
by bitplane
Looks good, nice work :)

Posted: Tue Jul 28, 2009 4:55 am
by bobyBola
it's done by scaling the model in modeling program....
can irrlicht use the extrude scale? if i use the normal scale, it doesn't fit to become outline

Posted: Tue Jul 28, 2009 7:39 am
by hybrid
bobyBola wrote:it's done by scaling the model in modeling program....
can irrlicht use the extrude scale? if i use the normal scale, it doesn't fit to become outline
I think we have a request on the tracker for such a scale mode. However, I didn't see the reason so far. Is this a problem with having the origin not in the center of the model? I could easily add such a function in the mesh manipulator.

Posted: Tue Jul 28, 2009 9:23 am
by bobyBola
the mormal scale will fit if the object is not in human form....
see the picture below for example

Image

and the zbuffer sometimes did'nt work...

Image

i run it in the with the same code