I tried to compile your quake3 source code for my amd 64 computer, but it seems you used a modified version of ID's source code that does not support x86_64 architecture.
To be able to play with cell shading, I ported your code modification to the icculus version of the quake engine (svn revision 1017).
Here is the result of this port.
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Thank you very much! But there's a problem with your diff. It seems to be done with parameters inverted:
You should do it this way:
diff -Naur quake3.celeshading quake2.cellshading.yourmodificaction
Could you please do it again and sumbit the resulting diff file? Thank you!
diff against the latest ioquake3 svn revision: 1050.
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In fact, my diff is a done against the current ioquake3 base code.
It is not a patch updating your quake3 version with ioquake3 one, it is a patch that takes applies your quake engine modifications to the ioquake3 code.
Just download the ioquake3 engine: svn co svn://svn.icculus.org/quake3/trunk ioquake3
Apply the patch on it, compile and that's all...
I just uploaded the same diff against the latest ioquake3 svn revision: 1050.
Notice also that I used the q3cellshading version 1.0 as a base. If there are modifications on the cell shading code in the current svn version, there are not included (but it should be easy to do )
File Added: cell.diff.1050
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I just took some time to do a "reverse" path.
This new one apply to the q3cellshading sources version 1.0 and convert them to a merge of the cell shading code and the ioquake3 base code.
I tried to upload it here, but since it is more than 8Mb (already gzipped), I'm not allowed to attach it to this bug report.
If you need this one, just ask, I will put it on my website.
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I would apreciate it! :) Just put here the url, I'll try to merge your patch with out svn version.
Thank you!
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Here it is,
just use the following link. (7.9Mb)
http://www.oleastre.be/export/cell_1_0_to_ioq3_1050.diff.gz
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Hi,
Thanks for your contributions. We will be try ioquake with cel shading and consider upgrading our source tree to yours. A few months ago we even took a look at it (since it's the only big, community-driven quake3 engine still in development), but finally stepped back.
Guillermo Miranda.