Added: 2 years ago
From: brisck1
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  • @Galient5 @alonalon777 Dear Esther is currently being remade for a commercial release on Steam on February 14, 2012.

    Valve does NOT work with "this guy". sure they have contact, but "this guy" is the developer and his team has got a Source Engine licence.

    Copied from the Dear Esther homepage:

    We are finishing off Steam integration and you can expect to see a page arrive on Steam in the very near future. We can also confirm that Dear Esther will retail at $9.99.

  • You guys realize that Valve is helping this guy make it right?

  • @Galient5 oh really?

  • @utubeb14 Yup

  • @Galient5 umm, proof, i just, need to see that.

    also, if they are helping him make it, valve better use THIS version of the modified source engine.

    this is better then cryengine and works better! i hope atleast

  • @alonalon777 Just search "Dear Esther" on the PC gamer website. They're both helping very slightly with the production and they're releasing this on steam for 30 or so dollars. I'm pretty sure that they will NOT be using this in their games since they didn't use Dark Messiah's which was much more visually pleasing than their own. Also, there would be copyright issues etc, valve would be better of doing changes like that on their own.

  • I think one of the reasons why Half Life 2 episode 3 takes long time is that people have been said in these videos that even Valve could not do it, so now they want to prove them wrong, also they probably try to make some realistic snow and weather effects but without using too much cpu memory. Btw in 2004 Valve still made their games so that they required almost nothing from the hard drive, for example hl2 took 0,5 gb but now it takes 10 times more when they updated it to look like episode 2

  • Gotta ask, how'd you make the river texture?

  • @Geoxile I've made something similar myself. The new source engine uses a brush-based refraction shader. (Specifically The windows is Portal) Essentially All you do is apply this shader to a moving water texture and make it scroll. Once you got that, all you have to do is make a displacement brush in your map and shape it into a river. Message me if you're confused on how to do this.

  • needs more godrays

  • This makes Gabe MAD

  • Gabe wants to sit on this

    but he cant

    he simply cant.

  • I came. But I kept it in a glass so that I can think of this mod everytime I'm bored.

  • Some modders use the engine better than the company that made it. You sir, are one of them.

  • DAMN the atmosphere is just stunning!

  • i'd like to know, when you plan to release this? it looks amazing

  • awesome

  • LOL

    Better than valve, I dare say.

  • Also,

    DO WANT

  • @Esuld ya thats like comparing diamonds to shit

  • @Esuld I'm sure if valve wanted to, they could top this, but as of now they focus on gameplay and functionality so older computers can run them.

  • this looks so mutch better than the original mod!

  • Flowing water? No effing way. You are the person Valve had in mind when they made Source. Their releases are just scratching the surface.

  • It looks fantastic but is actually pretty simple, since it's not actually physically flowing water. Only a shader texture applied to a face that runs down the mountain.

  • @TacoPluss Doesn't matter how it's made, only how it looks.

  • @FunnyMcBunny Yes, but I thought this would be something people might think.

  • Have my babies good sir.

  • that is utterly breathtaking - hardly reconize the source engine.

    Do you mind asking how do you have sand/grass/rocks in your displacement (grass is a decal? or is it drawn near the sand on the texture?) ? Cause I wonder how there can be grass on the rock part without the sand that should come with since it's only 1 displacement.

  • nevermind I got it...(was a stupid question ^^) I forgot that when you "subdivide" many brushes into 1 displacement, they are still separated even though they look like only 1 displacement.

  • great job

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