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deepthought

shaders in skulltag

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how would i go about replacing skulltag's internal shaders?
i created a pk3 with a shaders directory with shaders with the same names as the skulltag ones, but they don't get used. why is that?

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1. Which shaders did you try to replace?

2. At best this should cause it not to work anymore. The shaders are not meant to be replaced. There's really nothing you could achieve by doing so.

3. What's your graphics hardware?

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deepthought said:

i plan on replacing lighting and texturing shaders to make it look celshaded

i have an nvidia geforce 8500 gt, i think

Maybe cel-shaded Quake is possible, but not cel-shaded Doom. You can't really cel-shade sprites, you need models.

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Maybe he meant cel-shaded level geometry.

For sprites, you just need to amp the cartoonyness to make "cel-shaded" sprites. See Action Doom 2. (Nothing in it is actually cel-shaded, it just imitates the look, rather successfully IMO.) So it can be achieved by sprite replacement.

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deepthought said:

i plan on replacing lighting and texturing shaders to make it look celshaded

i have an nvidia geforce 8500 gt, i think



If you replace the shaders you are setting yourself up for a mod that will certainly break. Those shaders are not meant for user replacement. They are internal code that is subject to change at any time. Besides, Skulltag's shaders are based on a really outdated GZDoom version so once they update your mod will be doomed for certain.

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