Cel shading is the technique used to make your maps render like cartoons, with black (or other color) solid outlines tracing hard edges.
In order for celshading to work properly, you must use -meta when compiling the BSP. The funny little nonplanar/shadeangle/invert/offset nonsense in cel.shader is what makes it work properly. You'll know when it's working when it starts taking about 10-20x as long to make the BSP.
// ink shader for maps
// to use, add "cel" to shaderlist.txt
// add a "_celshader" key to worldspawn entity with a value of "cel/ink"
textures/cel/ink
{
qer_editorimage gfx/colors/black.tga
q3map_notjunc
q3map_nonplanar
q3map_bounce 0.0
q3map_shadeangle 120
q3map_texturesize 1 1
q3map_invert //inverts drawing surface for backfacing hull
q3map_offset -2.0 //offsets surface by the specified distance
surfaceparm nolightmap
surfaceparm trans
surfaceparm nonsolid
surfaceparm nomarks
sort 16
{
map gfx/colors/black.tga
rgbGen identity
}
}