What's new
  • Most issues reported these days stem from users not enabling their emulators to use the required amount of RAM.
    We also tend not to use the search feature but post our issues within the texture pack release page.
    Failure to load a texture pack should not be posted in the release thread unless you have already patched the emulator.

    If you don't have the resources to use Large/HD texture packs please do not attempt to do so.
    Users should have a minimum amount of System RAM not less then 4GB's.
    If you have less then 4GB's of RAM do not post about how your emulator crashes,
    RAM is dirt cheap so invest some money into your PC.

    I would like to say thanks to squall_leonhart
    for posting this Solution.

Djipi's Cel Zelda Mod

Status
Not open for further replies.

Kiggles

New member
Look at the screen of Link above. No heavy outline. THAT cell shading is when the render method negotiates a 1D texture over the entire model, then calculates a color gradiant over the 3D surface from a predefined number of colors. In the above screen it is 2. Light, and shadow. Both can increase or in intensity/decrease light, etc, but there will still only be two colors that compose a colored area. The resulting effects are the work of the graphics card, and likewise is not within the scope of Djipi's workload to execute. No harm done, but these are facts. Fortunately, we have Orkin working on a plugin with cel-shading.

WW's cel-shade technique was original, in that it wasn't a basic cel-shade technique. There are gradiations between colors. There is still a base of two colors, but are between colors isn't necessarily clearly defined, and can be comprised of a range of all the colors between the initial two. You may see various games using similar methods, but for all intents and purposes Nintendo's cel-shading for WW is proprietary, but like more dratitional methods, is all handled by the graphics card and code, not 2D pre-process art.

Cel-shading via 2D textures exlclusively isn't so much technique, but theme. I'm not trying to argue Djipi is a liar, this whole project is a hoax, bullshit, or otherwise illegitimate, much less unnecessary. I'm just trying to communicate that for a more appropriate cel-shade experience one will need to use a graphics plug-in for their emulate to achieve more legitimate cel-shading. All of the texture work Djipi is doing is VERY important. In fact it is the icing on the cake. If you just ran a plug-in with celshading enabled the effect wouldn't be nearly as inspired.
 
Last edited:
OP
D

Djipi

Zelda CelShade Producer
If people think that just a plugin can make cel shade game so ok. But a question arrived to my mind?

WHY i work on the texture?

if the plugin is too important to play with cel da so you MUST wait Orkin great plugin(because i think his work is great ). But this thread was for people who want to know where i'm work in the game and not a subject to cel or not cel project.

It's just a FAN project , me and google and others fan for this project
 
Last edited:

Orkin

d1R3c764 & g1|\|64 m4|<3R
ChronicleX said:
Silly question, but if you could use custom textures (IE this pack) with that Cel Plugin in development, what would it look like?

It might look something like this :satisfied
 

PsyMan

Just Another Wacko ;)
wow, Wow, WOW!!!
I never though that Djipi whould take that project so seriously.

Orkin, Djipi... Unbelievable. Keep it up. Congratulations. :w00t:

/me can't wait for the project to finish and the next Direct64 release.
 

Gladiac0190

New member
Hmmm, ok, it might be not at the right place here but... i would like to see something like a profiling system for the upcoming plugin releases to make users of more than one tex-package able to select which pack to use. e.g. zelda has the hires-project and the cel-project and always renaming the directories is quite un1334.

one more thing... :EEEK: orkin, you WOW me one more time :D (as usual)
 

minkster

New member
that is flippin sweet...too bad cell shade plugin wouldnt work for me since mine doesnt even support pixel shaders. the pics look really awesome though
 

Kiggles

New member
There is very little to retexture. His tunic is barely a texture, and his face is comprised of eyes mouth and ears. Three textures which don't cover the entire face of the model. I'm sure he will get around to it, but there is very very little to retexture with Link, or most of the characters, for that matter.
 

Kerber2k

New member
This looks amazing...hey Dijipi what kinda videocard are you running on, and how did the plugin run....smooth? Little can be done with link because of how nintendo set it up. You can change his facial expresions, tunic and his eyes...but please no WW eyes :p
 

gandalf

Member ready to help
me hacks dijipi computer and get orkin´s plug-in :p

nice shots :), there´re some bugs, thats why orkin didn´t release it yet


P.D.:Orkin, please fix the "simulate overscan", it´s an great feature in your plug-in!, but not work very well in the last release.
 
Status
Not open for further replies.

Top