• Dear Esther - incredible single player mod
    401 replies, posted
[QUOTE=Hell-met;34722712]also yeah the last "encounter" is randomized [t]http://www.sourceop.com/hell-met/de3.jpg[/t][/QUOTE] [sp]Did you become bird?[/sp] [editline]16th February 2012[/editline] :v:
[URL="http://dl.dropbox.com/u/22648677/screenshots/DE/Shrine%20II.jpg"][IMG]http://farm8.staticflickr.com/7048/6888155473_138ba915e8_b.jpg[/IMG][/URL] [URL="http://dl.dropbox.com/u/22648677/screenshots/DE/Bothy.jpg"][IMG]http://farm8.staticflickr.com/7204/6888152473_fcaa416863_b.jpg[/IMG][/URL] [URL="http://dl.dropbox.com/u/22648677/screenshots/DE/Journey.jpg"][IMG]http://farm8.staticflickr.com/7210/6888153771_09a619c159_b.jpg[/IMG][/URL]
16k units sold on first day [url]http://dear-esther.com/?p=630[/url] did they put subtitles?
This [img]http://dl.dropbox.com/u/25698984/esther0000.jpg[/img]
I wonder if the stuff will work in gmod.
Hmm, every map seems to have 2-4 ghosts. Checked from console. (Ent_fire ghost_*
I found how get wireframes: r_drawstaticprops 2 Also toggle displacements on/off with r_drawdisp 0/1. Interestingly all the prop geometry is really simple. Almost all done through amazing texture work and displacements.
[QUOTE=luck_or_loss;34732205]This [img]http://dl.dropbox.com/u/25698984/esther0000.jpg[/img][/QUOTE] I never saw that. I got this: [img]http://puu.sh/hcDY[/img] [editline]16th February 2012[/editline] [QUOTE=C4rnage;34731429]16k units sold on first day [url]http://dear-esther.com/?p=630[/url] did they put subtitles?[/QUOTE] yes
[QUOTE=Vasili;34732252]I wonder if the stuff will work in gmod.[/QUOTE] Dear Esther runs on P2-Source, so you can do the math.
[QUOTE=Vasili;34732252]I wonder if the stuff will work in gmod.[/QUOTE] A man can dream...
Not that any of you care since you all have the game. I'm uploading my playthrough [url]http://www.youtube.com/playlist?list=PL8F37D4283150AF36&feature=edit_ok[/url] I recorded at 2560x1440, scaled down to 1080p to smooth out edges even more. Ran 16xQ AA and 8x Transparency SSAA, also 16xAF, and everything else maxed out. Tonight when I finish some school work I'll be working on a side by side comparison between this and the original.
what the heck do you use to upscale and downscale shit anyway?
[QUOTE=s0m3_guy;34736236]what the heck do you use to upscale and downscale shit anyway?[/QUOTE] you can do it automatically in some recording programs like dxtory
Just an FYI, the dear Esther font is "Palatino Linotype" [editline]17th February 2012[/editline] Chapter four is encoding now and will be up tomorrow. The thumbnails I made look pretty good. It's tricky making something look good for an average viewing size of 120pixels wide. As silly as it sounds, pretty colors and bright thumbnails bring people to your videos. [img]http://puu.sh/hezi[/img]
I don't know how he the patients to work with this many displacements. I've used them a bit and they are a major pain when doing complex concave geometry. They constantly get all screwed up, but in Esther they're all neat and equally spaced. I wonder if they made some custom tools for working with them or something because using the default Hammer tools would have been hellish.
[QUOTE=Jaxe42;34739256]I don't know how he the patients to work with this many displacements. I've used them a bit and they are a major pain when doing complex concave geometry. They constantly get all screwed up, but in Esther they're all neat and equally spaced. I wonder if they made some custom tools for working with them or something because using the default Hammer tools would have been hellish.[/QUOTE] He did not make any tools, basically he used a common technique just like with modelling in 3d applications such as maya, 3ds max and it's called subdivision modelling, you make support edges and subdivide the mesh, the only problem with this technique is that you want to keep the mesh relatively straight in the same dimension to minimize wire-frame stretch during sculpting process, in source it's even harder due to displacements planar's not stitching together if they are not having the same size.
The level design is just out of this world. This is the first game where I was actually stunned when walking around.
Finished my first playthrough yesterday. I enjoyed it. Stunning visuals, and great music. When the source engine is made to look stunning, it really is exactly that. Probably gonna play it again over the weekend, since I heard it has some randomized features.
Ever since I finished the game, I've been reading everything with the voice of the narrator. I don't know if this is a problem.
Even though the maps are beautifully mapped, I've finally noticed just how old and ugly Source's lighting is. There are absolutely no dynamic shadows, the only things there are static lightmaps. If VALVe would just add proper dynamic lighting, the game would look a thousand times better. But hey, we're still stuck with baked lightmaps.
[QUOTE=LEETNOOB;34743752]Even though the maps are beautifully mapped, I've finally noticed just how old and ugly Source's lighting is. There are absolutely no dynamic shadows, the only things there are static lightmaps. If VALVe would just add proper dynamic lighting, the game would look a thousand times better. But hey, we're still stuck with baked lightmaps.[/QUOTE] At least i got around 200 fps on my not so great rig, while the game still looked amazing and i could max everything out.
[QUOTE=LEETNOOB;34743752]Even though the maps are beautifully mapped, I've finally noticed just how old and ugly Source's lighting is. There are absolutely no dynamic shadows, the only things there are static lightmaps. If VALVe would just add proper dynamic lighting, the game would look a thousand times better. But hey, we're still stuck with baked lightmaps.[/QUOTE] Dota 2 brings global lightning to source. (We first saw this on Alien Swarm - branch, but now its coming officially to source.)
[QUOTE=killer89;34744040]Dota 2 brings global lightning to source. (We first saw this on Alien Swarm - branch, but now its coming officially to source.)[/QUOTE] I'm rather curious as to why they aren't using global lighting in CS:GO.
[QUOTE=Zay333;34745378]I'm rather curious as to why they aren't using global lighting in CS:GO.[/QUOTE] Possibly to increase performance/optimisation or something - seems odd though.
[QUOTE=killer89;34744040]Dota 2 brings global lightning to source. (We first saw this on Alien Swarm - branch, but now its coming officially to source.)[/QUOTE] Is dota using it's own build? I really want to find a way to put it in my DE copy and render out a video.
[QUOTE=LEETNOOB;34743752]Even though the maps are beautifully mapped, I've finally noticed just how old and ugly Source's lighting is. There are absolutely no dynamic shadows, the only things there are static lightmaps. If VALVe would just add proper dynamic lighting, the game would look a thousand times better. But hey, we're still stuck with baked lightmaps.[/QUOTE] In a game like dear esther with very little geometry that moves meaningfully there really wouldn't be any benefit to dynamic lighting. In fact source's light bakes are higher quality than most realtime solutions aside from some resolution limiting.
Dynamic lighting doesn't have bounches.
Would be nice if DE had Ambient Occlusion, it would probably rape some computers.
[QUOTE=Appolox;34747284]Would be nice if DE had Ambient Occlusion, it would probably rape some computers.[/QUOTE] nvidia inspector
[QUOTE=Jaxe42;34723288][sp]When you first go over the rock bridge over the underground river a single paper boat floats underneath you.[/sp][/QUOTE] [sp]If you follow it, there's 21 of them packed in at the end of the stream.[/sp]
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