Dear Esther grass

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Dear Esther grass

Postby TiiM on Sun May 27, 2012 8:27 am

Hi, does anyone make a move grass as Dear Esther? thank you
Last edited by TiiM on Sun May 27, 2012 9:37 am, edited 1 time in total.
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Re: Dear Easter grass

Postby MáØ on Sun May 27, 2012 8:37 am

Re-code the detail sprite rendering? That's likely about it.
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Re: Dear Easter grass

Postby Dives on Sun May 27, 2012 8:54 am

Yeah the foliage in Dear Esther used a ton of custom code for movement.
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Re: Dear Easter grass

Postby Gary on Sun May 27, 2012 8:56 am

https://developer.valvesoftware.com/wiki/Detail_props

It is supported, but not sure what engine branches.
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Re: Dear Easter grass

Postby TiiM on Sun May 27, 2012 9:36 am

Gary wrote:https://developer.valvesoftware.com/wiki/Detail_props

It is supported, but not sure what engine branches.


Yes but in Dear Esther was done by realistic movement as in the original valve code.
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Re: Dear Esther grass

Postby stoopdapoop on Sun May 27, 2012 10:46 am

Not trying to be rude, but I'm not sure what you're saying.
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Re: Dear Esther grass

Postby skoften on Sun May 27, 2012 2:30 pm

Dear Esther used a different, optimized and better detail sprite system. The system could hold up to 3 times more stuff than the original. Also, I think the detail sprites were somehow linked with the fog and some particles, so that they all move uniform with the wind. For questions ask Mr. Morgan, alltho I doubt he will respond in a timely fashion nowadays.
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Re: Dear Esther grass

Postby Stormy on Thu May 31, 2012 3:51 am

I have no idea how source does it, but you can usually write a pseudo wind shader as a vertex shader. I think it's a pretty standard thing. You can go have a look at overgrowrh, by wolfire games. All their shaders are editable if you download the game.
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Re: Dear Esther grass

Postby Oskmos on Thu May 31, 2012 5:34 am

Dear esther also had some sort of animated lighting on the sprites. to make them appear as blowing in the wind even more. It's very subtle but it works. Very clever
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