• Dear Esther - incredible single player mod
    401 replies, posted
[QUOTE=oskutin;34747054]Dynamic lighting doesn't have bounches.[/QUOTE] They should just do what Sam Za Nemesis did - use baked shadowmaps for bounces and ambient occlusion at about 50% of it's darkness/illumination and use cascaded shadowmaps for everything else. [editline]18th February 2012[/editline] [QUOTE=Zay333;34745378]I'm rather curious as to why they aren't using global lighting in CS:GO.[/QUOTE] Because lower PC requirements = more people buying the game = more dosh.
[QUOTE=LEETNOOB;34754068]They should just do what Sam Za Nemesis did - use baked shadowmaps for bounces and ambient occlusion at about 50% of it's darkness/illumination and use cascaded shadowmaps for everything else.[/QUOTE] Dear Esther doesn't have much complex geometry and doesn't need ultra sharp shadows. That's the only real benefit of dynamic shadows in a game with very little moving geometry. There are a few little hiccups in the light bakes but those could be fixed by raising the lightmap resolution on some surfaces, which wouldn't be nearly as FPS hungry as fully dynamic shadowing.
[url]http://imgur.com/a/L7WUT[/url] Currently updating an album of mine that will contain around 30 - 40 screenshots from DE, all 1080p resolution, they're all still uploading, but should be done soon enough. Also got a few videos to upload to YouTube as well from this. I think some are desktop-background worthy, since Dear Esther is pretty sexy. These are some of them from the album (Sorry if it's a page-stretcher!) [QUOTE][table] [tr] [td][t]http://i.imgur.com/DWXNA.jpg[/t][/td] [td][t]http://i.imgur.com/dsnA6.jpg[/t][/td] [td][t]http://i.imgur.com/JIGyi.jpg[/t][/td] [/tr] [tr] [td][t]http://i.imgur.com/E61kN.jpg[/t][/td] [td][t]http://i.imgur.com/CP01I.jpg[/t][/td] [td][t]http://i.imgur.com/x2GDg.jpg[/t][/td] [/tr] [/table][/QUOTE]
♫ allllwaaaayyyyssssss~ ♩
I bought the soundtrack on itunes No regrets
I saw a ghost, I tried to chase it but it faded slightly and flew around the hill. [QUOTE][IMG]http://i132.photobucket.com/albums/q19/vertex_photos/dearesther2012-02-1816-59-11-21.png[/IMG][/QUOTE] I get it now I was [sp]a pigeon all along[/sp]. [QUOTE][IMG]http://i132.photobucket.com/albums/q19/vertex_photos/de1.png[/IMG][/QUOTE] [QUOTE][IMG]http://i132.photobucket.com/albums/q19/vertex_photos/de2.png[/IMG][/QUOTE] [QUOTE][IMG]http://i132.photobucket.com/albums/q19/vertex_photos/de3.png[/IMG][/QUOTE]
[QUOTE][table] [tr] [td][t]http://i.imgur.com/jn7F6.jpg[/t][/td] [td][t]http://i.imgur.com/k6xJw.jpg[/t][/td] [td][t]http://i.imgur.com/lMcJK.jpg[/t][/td] [/tr] [tr] [td][t]http://i.imgur.com/82jsT.jpg[/t][/td] [td][t]http://i.imgur.com/d23yR.jpg[/t][/td] [td][t]http://i.imgur.com/Qi1wQ.jpg[/t][/td] [/tr] [/table][/QUOTE] There's 55 images in the album now, if you want you can see the rest [url=http://imgur.com/a/L7WUT#0]HERE[/url]
[QUOTE=LEETNOOB;34754068]They should just do what Sam Za Nemesis did - use baked shadowmaps for bounces and ambient occlusion at about 50% of it's darkness/illumination and use cascaded shadowmaps for everything else. [editline]18th February 2012[/editline] Because lower PC requirements = more people buying the game = more dosh.[/QUOTE] Unfortunately this is how CS has been since CSS.
[video=youtube;5N5UK_QdlNQ]http://www.youtube.com/watch?v=5N5UK_QdlNQ[/video] Right, there we go, it's originally 1080p, it's still processing so might not be complete yet. This video is me playing through the entire caves level and taking some screenshots intermittently.
I have a comparison video in the works. It's tough since I have to fine a close resembling place in the other place. And they change so much of the landscape.
just finished the game... absolutely breathtaking
I teared up a bit at the ending. That was truely fantastic!
plugging this into a big screen and playing it absolutely amazing
[QUOTE=install gentoo;34754733]Dear Esther doesn't have much complex geometry and doesn't need ultra sharp shadows. That's the only real benefit of dynamic shadows in a game with very little moving geometry. There are a few little hiccups in the light bakes but those could be fixed by raising the lightmap resolution on some surfaces, which wouldn't be nearly as FPS hungry as fully dynamic shadowing.[/QUOTE] I meant that's what Valve should do for their later games to improve their lighting.
Half way through my comparison. This is an example of the just amazing changes. [img]http://puu.sh/hv8x[/img]
This is the best looking source game ever.
Video is done. I'll post it tomorrow when it publishes. I think it turned out great.
Since I was first to do this, I'm hoping it shows up in many places to show off the game. [video=youtube;EZvIZ6eEGSI]http://www.youtube.com/watch?v=EZvIZ6eEGSI[/video] Reddit link: [url]http://www.reddit.com/r/gaming/comments/pwrwi/dear_esther_then_and_now_an_amazing_transformation/[/url] Upvote it if you have a reddit account, please. :\
You should have demonstrated how bunny hopping exists in the mod version but was disabled in the retail game, probably to appeal to the low-skill casual crowd. That's the most important difference, in my opinion.
fuck [img]http://i.cubeupload.com/QvTeJh.jpg[/img]
[QUOTE=Starscre4M;34776952]fuck [img]http://i.cubeupload.com/QvTeJh.jpg[/img][/QUOTE] ... Now I'm not sure I dare re-play this.
He's that candle, give him kick in his face :v:
[B]what the fuck[/B] fuck sleeping and fuck candles
Awesome.
[QUOTE=Starscre4M;34776952]fuck [img]http://i.cubeupload.com/QvTeJh.jpg[/img][/QUOTE] [img]http://www.1337upload.net/files/morko.png[/img] [editline]20th February 2012[/editline] [img]http://www.1337upload.net/files/MORJENS.png[/img]
The one in the lighthouse definitely creeped me out.
[QUOTE=Zay333;34745378]I'm rather curious as to why they aren't using global lighting in CS:GO.[/QUOTE] [url]https://developer.valvesoftware.com/wiki/Dota_2[/url] [url]https://developer.valvesoftware.com/wiki/Env_global_light[/url] [quote]It is only designed to work from top-down cameras.[/quote] :suicide:
[QUOTE=killer89;34785917][url]https://developer.valvesoftware.com/wiki/Dota_2[/url] [url]https://developer.valvesoftware.com/wiki/Env_global_light[/url] :suicide:[/QUOTE] It's literally a hack and slash job to get cascaded shadowmapping to work with the env_global_light crap, Valve haven't because they don't need it. CS:GO isn't even being developed by Valve, only published.
My video hit 7k views so far :dance:
[QUOTE=killer89;34785917][url]https://developer.valvesoftware.com/wiki/Dota_2[/url] [url]https://developer.valvesoftware.com/wiki/Env_global_light[/url] :suicide:[/QUOTE] It's kind of possible with modding though. [video=youtube;X6OwBWkmspc]http://www.youtube.com/watch?v=X6OwBWkmspc[/video]
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