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When I come back home tonight I'll post here the complete procedure.
motorsep said that in SteelStorm 2 used direct celshading in DarkPlaces engine but I admit I didn't understand how he achieved that result.
Here the demonstration (look at the motorsep reply at the first comment from above).
from Steel Storm shader
// ink shader for maps
// In folder scripts:
// to use, add "cel" to shaderlist.txt
//IN gtkRadiant or NetRadiant:
// add a "_celshader" key to worldspawn entity with a value of "cel/ink"
create a shader named cel in folder scripts
PS: keep in mind I don't know if Kot-in-action has some copyright on it, so, before use it in your game, first contact them!
q3map_texturesize 1 1
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