⭐ Check out Mannco using this link: mannco.store/?ref=mwu2zdc ⭐ As many of you know, my videos haven’t included sponsorships up until this point. I only wanted to have a sponsor if I felt it wasn’t a blatant cash grab or ripoff and instead actually provided some benefit to the viewer. Therefore, I’m happy to announce Mannco as my official sponsor! Please, check them out if you’re in the market for TF2 items. I genuinely believe that they’re the best out there. 🫡
So a Valve employee probably picked the wrong texture in devlopment and no one got around to fixing it. Everyone's just been decorating the maps with clusters 1 and 2. They probably place down 3 once and go "Oh this prop's textures are fucked" and delete it
If you make a change on a prop that is already shipped, you run the risk of changing the looks of other maps, it's a side effect that is usually undesired. Of course here it was broken and very likely was not used anyway, but as it may be a general process, it's easier to just use another prop or create new ones than bother with this. This sort of things happen frequently in gamedev, as long as it's not too messy it's fine ^^
i was originally thinking this too, but the uvs aren't finished at a closer look. they're all just flat side projections unconnected. it's possible there were plans to use a single texture atlas for the box and hand truck during dev, but then the boxes were left unused and never properly textured. it is possible this is leftover from a very early (very poor) uv pass for the box and handtruck together, just default uvs using planar mapping of face sets
@@dan_loeb normally i would say this is a reasonable assumption, but this is a very simple basic set of boxes. the textures were probably completely painted on in whatever modelling software valve used, a process that usually results in perfectly fine UVs (but normally not done unless its for something very simple like this). i think these UVs are supposed to be this way. i think its more possible there might be a missing texture that was named similarly to the handcart and its either erroneously pointing to the handcart texture because its so similar and autofill pointed to it or is straight-up a misspelling that accidentally pointed to a legitimate texture as this is a very common error to make, so it never showed up as a missing texture in compilation or during playtesting
Please don't abandon your clean and to-the-point editing style to stimulate the viewer! I consider your channel one of the better ones in all of gamedev youtube even!
it just makes me think that there was another handtruck model that had boxes on it due to how the boxes are stacked in a way for a handtruck...but the two was seperated and while they updated the handtruck they forgot to update the boxes.
as a 3d environment artist, I think that those UVs that box cluster 03 has look an awful lot like the result an automatic UV unwrap and/or automatic UV layout. The UVs at the top and bottom of the row at a slight angle, and the thin, spindly ones on either end are very indicative of a common way of automatically creating UVs for a prop, where a cube is projected around the object and UVs are defined based on those 6 sides, which is a common way to get those thin, 1 polygon wide UVs, If this wasn’t the case, it may have been an automatic layout or a combination of both. Cause think about it, why would you want thin uvs that barely take up any pixels with such a big footprint and their own texture in the atlas? or need to manually line them up with the edges they share on the boxes? you’d just attach them to the larger squares and it’d fix your problem. The other indicator is those diagonal UVs, why would you want some UVs on your atlas to be slightly tilted to one side? they’d just take up more room than if their edges were parallel to the x and y. Those are the things that immediately jump out to me that show the prop doesn’t have a corrupt or misplaced texture file, as you say, as I’ve spent probably hundreds of hours laying out UVs for props exactly like this. Issues like these are great signs and things to look for to identify a prop that somebody forgot to finish texturing! I assume that at some point in the process, the creator of box_cluster03 got distracted, left work, or some other mysterious thing happened and they forgot to finish laying out their UVs, likely on the same atlas as the other box clusters! This a very cool thing to find! It’s direct evidence of some story of an artist who didn’t finish their work, and it only became visible almost two decades after they finished working on it because ONE person put it in a map, and you made a video on it! I wonder what the reason it never got finished is. Congrats on doing some work for a Valve employee or some 3D artist somewhere that has been overdue for over 15 years! And thanks for sharing the video, this is clearly my jam, I’m a big fan of your breakdowns of stuff like this, it’s super cool to see all the details brought to light! Hope this was interesting to you as well.
In 3D modeling, there are tools that set up UVs in certain ways, which the artist can then change later to finish the prop, the box UVs look like they were set up that way, and then not touched, meaning the box UVs look unfinished rather than there being a corrupted texture file. Hope that helps :)
I also realized how there probably isn't/never was a dedicated texture file for it while creating the video, but I left the part of me searching for a texture file in because it represented what I was thinking at the time. It really is fascinating, though. Maybe the creator just forgot to stack the UV's with the other two clusters and never looked back. We will probably never know!
Holy shit someone at Valve must have seen this video, or someone who saw this video posted a bug about it and they finally fixed it. I saw the changelog for today and IMMEDIATELY thought of this video.
as someone who was mapping for tf2 as far back as late 2008, i can tell you that this model always had a scuffed texture, at least as far back as when i started. i think everyone in the mapping community knew this, but it wasn't anything anyone ever mentioned as it wasn't the only thing valve broke in TF2 (func_rotating i'm looking at you!). people would usually just work around valve's "decisions" and hope that they didn't change things later on that would break things further (check out the shooting range in pl_moonlit to see an example of that, when they decided to one day refactor the folder structure for a load of props, making all the models for pistols become big ERROR signs instead)
I just looked into something, apparently there were a couple changes made to junction in the march 5th 2009 patch, fixing a engi teleporter glitch and also fixing some bad overlay assignments, among other minor issues, perhaps this is where box cluster 03’s textures got messed up
My guess is that box cluster was originally meant to be a part of the hand truck prop, probably sitting on it, which is why the boxes are stacked like that. So in a beta version they had the textures for both the boxes and the hand truck in the same atlas, but last moment they decides the hand truck is going to be on its own, so they split the models up and changed the atlas without updating that one file.
You appear to be correct box_cluster_03 has a joint labelled as box_cluster_handtruck.polymsh_detached. Also hand_truck01.tga and psd are mysteriously missing from the repository.
Oh man this video just popped up for me, box_cluster03 has been a meme in TF2C for a good year ingame as one of the few "hey you wanna see something funny" things in Junction, up there with the clipping doors at B and props without hitboxes in spawn. Also that entire room as well since everyone forgets it exists.
I'm not really well versed in TF2 history, But assuming this is likely a model which shipped with the base TF2. You can likely pull much older files for this from the 360 port of TF2. Which should be relatively straight forward to decompress. given the release date it wont have the map but you should still be able to find the source files which contain the info you need.
i just watched an 8 minute long video essay about a single missing texture for a barely noticeable prop in a 17 year old game. this is, truly, what no updates does to a community
Is it possible the typo / mistake wasn't with the box texture itself, but rather with Junction's choice to include that set of boxes? I would guess the mapper intended to include set 1 or 2, but accidentally included 3 instead - and since it's a small room people don't pay much attention to, it never got noticed.
I wonder if the corruption was due to changing the model for "hand_truck01"? Maybe it was originally modelled with boxes on it, but Valve later split the boxes off into box_cluster03 to allow for more variety in level props, and when a later update rebuilt some of the textures, the texture file used by both objects was re-generated from the now-empty hand_truck01 model, and nobody at Valve noticed.
Counterpoint If box_cluster_3 was normal it wouldn't have a dedicated fan base and a video from a big TH-camr. Never change box_cluster_3 you are perfect just the way you are
Maybe the reason this box wasn't used anywhere else was because it was scrapped at some point so they removed the textures, then when Sean was making this map he just found this box cluster 3 along some prop files so he just dropped it in. He either was using some mode of the camera when making the map that had the textures removed to make it easier to navigate (I'm not sure that is even an option) or he was just so tired of adding these little details that he didn't notice that it had messed up textures or didn't bother to check having thought that it would look normal in game
Huh. Maybe it's possible to look through the game files of the Xbox 360 version of TF2 and see if the prop works correctly there. It's closer to the original release build of the game than what's available in that archive.
sean definitely knew the texture was fucked up when he put it there, thinkin "someone's gonna get real annoyed trying to figure this out in a few months" and now its been 15 years
The UVs for the box looks like a very quick and dirty algorithmic smart unwrap. I figure this is just an unfinished prop that slipped through the cracks
could there not be a chance that box cluster 03 was originally part of the hand truck's model, but was later made separate? the fact that it calls the textures for the hand truck probably means it was originally intended to just be part of that model
have worked and studied for videogame art work in general. that just looks like someone at valve was lazy and just used a automated UVs function to get the coordinates and chose a random ass file to. those problems cant be "corrupted" because they have a name and coordinates for a reason.
Tbh i think it would be cool if you did a lil retexturing to it for the s2 port, make it looks like toasters or something as an ode to the messed up textures
I honestly think I saw that ugly texture, but probably thought "Valve will fix that", and moved on. And given Junction isn't really a popular map, I most likely just forgot it existed. Edit, as of the 24th of October, this texture is now history! (and they also fixed Scout's blu pants!)
interesting, i used quite some hammer this year and used the box clusters a lot, i am pretty sure that box cluster 3 doesn't even exist in the prop browser there, unless i somehow skipped it
I noticed it, but I thought it was a problem only in my client (sometimes a texture or two get fucked up in my game for some reason), not on everyone else's
amazing, i poke around on private servers and this reminds me of how blizzard names there doodads. from things you'd expect them to be named like 'plant' gives you plants to shit like 'hawaii fog' or something else absolutely goofy. Ive seen similar things to this before in the past along with some custom assets that reminded me of this here box. (Along with some whupsy daisy data that gerfucks specific doodads to be spiky borked abominations but those are thankfully few and far between.) your doin' good lad!
Nice video .even if I don't know a lot about hammer and source engine I always understand what you explain and talk about and every time I learn something new about hammer . thanks led👍
you could use a correlation filter on the edges of the faces for the atlas (basically render all the little boxes in 3:05) against all the atlases in the game prior, try rotating it four times since plain correlation doesn't take into account rotation (look into Fourier-Mellin transform). if the texture for box 3 is still in the game, it will probably have a very high correlation value with the atlas mapping.
1:56 Texture atlases can, but aren't meant to reduce file size. Their main purpose is to avoid having unnecessary drawcalls. A drawcall tells the GPU what it's gotta do to render the next frame, including picking the active texture sampler or loaded 3D model. Drawcalls aren't slow, but they add up fast, which is why most models will use an atlas for everything in it so it's just one drawcall to pick the texture.
This is kind of a lesson that not every detail matters, since even if there is a small mistake, many people will never notice it. It's usually only the big picture/general idea people look at
I know this may seem anticlimactic but if my memory serves me right, this box cluster 03 has always been this way. Ever since the map launched to be official, it was screwed up since day one. So my best guess is that when the map was picked it was Normal but during transportation, someone at Valve messed up.
Speaking of mysterious props, though, there's something I noticed back when the Engineer Update first dropped. They added a prop to the library that's an ingot of australium. But I couldn't find it anywhere in any of the three maps they had added. For a few days I went a little nuts looking through decompiles of the maps, thinking maybe it was a clue to some kind of ARG or secret contest, before finally giving up. Has it ever been determined why this is in the game files?
Theory: The handtruck probably had a different texture file in development, and was split into a two prop atlas, but at some point the handtruck's file was completely overtaken by the handtruck and the box was forgotten about
⭐ Check out Mannco using this link: mannco.store/?ref=mwu2zdc ⭐
As many of you know, my videos haven’t included sponsorships up until this point. I only wanted to have a sponsor if I felt it wasn’t a blatant cash grab or ripoff and instead actually provided some benefit to the viewer. Therefore, I’m happy to announce Mannco as my official sponsor! Please, check them out if you’re in the market for TF2 items. I genuinely believe that they’re the best out there. 🫡
Kinda iffy with the whole "Boycot" thing supposed to be going on by many, but i have no idea the situation on the game rn.
Anyways, money
big black menn
😅NOBODY ASKED+ITS CLEARLY SPYWARE
I want you
edit the comment or atleast description cause they fixed it and you posted it
box cluster 03 fans stand up
nah sit down, rock005 fans still breathing
@@castellaris Hehheehe, pines))0)))
This is a box
saxxz
box
when valve counts to 3
The only time they did and it was a failure.
The consequences
@@vintagememelord8168 are unforseen
LMAO
Dispenser level 3
Damn, this made the game more unplayable than the bots.
Yeah, might get me banned
Worst game bug ever..
What bots?
@@RemoveThisTrashLetMeSeeNames Did you only start playing after they were banned?
@@RemoveThisTrashLetMeSeeNames fully agree with your tag thing btw
So a Valve employee probably picked the wrong texture in devlopment and no one got around to fixing it.
Everyone's just been decorating the maps with clusters 1 and 2. They probably place down 3 once and go "Oh this prop's textures are fucked" and delete it
😂
If you make a change on a prop that is already shipped, you run the risk of changing the looks of other maps, it's a side effect that is usually undesired. Of course here it was broken and very likely was not used anyway, but as it may be a general process, it's easier to just use another prop or create new ones than bother with this. This sort of things happen frequently in gamedev, as long as it's not too messy it's fine ^^
Third one deserves love
i know that's what i did (and more than once) :D
And this somehow coincidentally fits the joke that Valve doesn’t count to 3. Thank you, universe.
judging by the shape, was it perhaps made to be put *on* the handtruck?
Hmm, 🤔
Nice catch
oh my god you're right, the texture was probably on the handtruck texture in early development...
i was originally thinking this too, but the uvs aren't finished at a closer look. they're all just flat side projections unconnected. it's possible there were plans to use a single texture atlas for the box and hand truck during dev, but then the boxes were left unused and never properly textured.
it is possible this is leftover from a very early (very poor) uv pass for the box and handtruck together, just default uvs using planar mapping of face sets
@@dan_loeb normally i would say this is a reasonable assumption, but this is a very simple basic set of boxes. the textures were probably completely painted on in whatever modelling software valve used, a process that usually results in perfectly fine UVs (but normally not done unless its for something very simple like this). i think these UVs are supposed to be this way.
i think its more possible there might be a missing texture that was named similarly to the handcart and its either erroneously pointing to the handcart texture because its so similar and autofill pointed to it or is straight-up a misspelling that accidentally pointed to a legitimate texture as this is a very common error to make, so it never showed up as a missing texture in compilation or during playtesting
that barrel was gettin some backshots at the start DAMN
DAMN
valve should've named it box_cluster2_ep1 instead of box_cluster3 for it to work
Please don't abandon your clean and to-the-point editing style to stimulate the viewer! I consider your channel one of the better ones in all of gamedev youtube even!
Thank you ❤️
@@LEDsi second this, don't consider yourself boring, I WANT you to talk about a prop for 10/20 or so minutes
I agree completely!
that said, intentionally blurring out parts of the video to reveal them seconds later feels like clickbait poputuber bullshit lol
@@Architector_4 does it really
it just makes me think that there was another handtruck model that had boxes on it due to how the boxes are stacked in a way for a handtruck...but the two was seperated and while they updated the handtruck they forgot to update the boxes.
The only way to know for sure would be to find a very old build of TF2 and look at the handtruck texture.
find where the prop for the hand truck is in the release maps and go looking for it in the ps3 and xbox orange box versions
@@boxfigs1710weren’t the beta files leaked a year or two ago or something?
Now I’m afraid to know how many times I passed that box without realizing how unique it is
Makes you think how many other frick up texrures are in plain sight but no one notices
bro when the scout threw the mad milk on the demos face lmao
“mad milk”
"Level 5 Non-Milk Substance"
relatable
2490 days since last major update, this video is what you get
Still better than those who start worshipping TF2's fonts.
Im proud to be older then this box
I’m only a year older than that box
if you're younger than box_cluster03 consider yourself an op
There are two kinds of people in this world; those older than box_cluster03 and those younger than box_cluster03. They are at war.
People born after box_cluster03 will never know our pain....
yessir 🙏 (NOT born in 2020!!)
as a 3d environment artist, I think that those UVs that box cluster 03 has look an awful lot like the result an automatic UV unwrap and/or automatic UV layout. The UVs at the top and bottom of the row at a slight angle, and the thin, spindly ones on either end are very indicative of a common way of automatically creating UVs for a prop, where a cube is projected around the object and UVs are defined based on those 6 sides, which is a common way to get those thin, 1 polygon wide UVs, If this wasn’t the case, it may have been an automatic layout or a combination of both. Cause think about it, why would you want thin uvs that barely take up any pixels with such a big footprint and their own texture in the atlas? or need to manually line them up with the edges they share on the boxes? you’d just attach them to the larger squares and it’d fix your problem. The other indicator is those diagonal UVs, why would you want some UVs on your atlas to be slightly tilted to one side? they’d just take up more room than if their edges were parallel to the x and y.
Those are the things that immediately jump out to me that show the prop doesn’t have a corrupt or misplaced texture file, as you say, as I’ve spent probably hundreds of hours laying out UVs for props exactly like this. Issues like these are great signs and things to look for to identify a prop that somebody forgot to finish texturing! I assume that at some point in the process, the creator of box_cluster03 got distracted, left work, or some other mysterious thing happened and they forgot to finish laying out their UVs, likely on the same atlas as the other box clusters!
This a very cool thing to find! It’s direct evidence of some story of an artist who didn’t finish their work, and it only became visible almost two decades after they finished working on it because ONE person put it in a map, and you made a video on it! I wonder what the reason it never got finished is. Congrats on doing some work for a Valve employee or some 3D artist somewhere that has been overdue for over 15 years! And thanks for sharing the video, this is clearly my jam, I’m a big fan of your breakdowns of stuff like this, it’s super cool to see all the details brought to light! Hope this was interesting to you as well.
In 3D modeling, there are tools that set up UVs in certain ways, which the artist can then change later to finish the prop, the box UVs look like they were set up that way, and then not touched, meaning the box UVs look unfinished rather than there being a corrupted texture file. Hope that helps :)
Yeah i saw that and instantly thought of Maya's auto unwrap/layout.
I think the prop was just never finished.
I also realized how there probably isn't/never was a dedicated texture file for it while creating the video, but I left the part of me searching for a texture file in because it represented what I was thinking at the time. It really is fascinating, though. Maybe the creator just forgot to stack the UV's with the other two clusters and never looked back. We will probably never know!
plot twist, you're that Valve employee
@@truefupu lmao
THEY FIXED BOXCLUSTER 03 YEAHHHHHHHHHHHHH
Yeah just saw it XD
Holy shit someone at Valve must have seen this video, or someone who saw this video posted a bug about it and they finally fixed it. I saw the changelog for today and IMMEDIATELY thought of this video.
Was that really necessary? 😭 0:40
Yes, yes it is
scout mad milk is tasty 😏🥵
Demo's gotta strengthen his bones!
Yes
@@imspygamer9015 red spy in the base!
Valve should really fix this game when people are talking about a prop for an entire 8 minutes
i mean there are bad things in this game but a single prop for a box in only one map in a corner where nobody looks is just nitpicking at this point
8:10 Scout took “Go Nuts” to a new level. 💀
as someone who was mapping for tf2 as far back as late 2008, i can tell you that this model always had a scuffed texture, at least as far back as when i started. i think everyone in the mapping community knew this, but it wasn't anything anyone ever mentioned as it wasn't the only thing valve broke in TF2 (func_rotating i'm looking at you!). people would usually just work around valve's "decisions" and hope that they didn't change things later on that would break things further (check out the shooting range in pl_moonlit to see an example of that, when they decided to one day refactor the folder structure for a load of props, making all the models for pistols become big ERROR signs instead)
8:09 yknow, i feel like scout already went nuts on it, so im good
it was traumatising
I just looked into something, apparently there were a couple changes made to junction in the march 5th 2009 patch, fixing a engi teleporter glitch and also fixing some bad overlay assignments, among other minor issues, perhaps this is where box cluster 03’s textures got messed up
My guess is that box cluster was originally meant to be a part of the hand truck prop, probably sitting on it, which is why the boxes are stacked like that. So in a beta version they had the textures for both the boxes and the hand truck in the same atlas, but last moment they decides the hand truck is going to be on its own, so they split the models up and changed the atlas without updating that one file.
You appear to be correct box_cluster_03 has a joint labelled as box_cluster_handtruck.polymsh_detached.
Also hand_truck01.tga and psd are mysteriously missing from the repository.
Imagine how confusing it must of been for Sean being questioned about a prop on a map he made 16 years ago😂
You should submit the fix on the steam community workshop.
should he?
Yeah he should, this makes junction unplayable
Community sparkle box cluster 03
THIS
"This is what 7 years with no updates does to a Mann"
Oh man this video just popped up for me, box_cluster03 has been a meme in TF2C for a good year ingame as one of the few "hey you wanna see something funny" things in Junction, up there with the clipping doors at B and props without hitboxes in spawn. Also that entire room as well since everyone forgets it exists.
Next update box cluster 3 will have its textures fixed and be added to every single map.
And inside of it will be a miniature rock005
unironically it might become a new easter egg
@@lubieplacki2772 Update drops, players stop playing the game and search for the boxes on every map.
They fixed it!
I don't know what's worse.
The fact this exists, or my vision was so tunneled I NEVER EVER have noticed it.
I only noticed it while porting the map, and I'm a MAP GUY!
Now we're just gonna see the old texture box cluster 03 being celebrated
Scout was making mad milk at the intro 💀
barrel O’ mad milk
Looks like he was in the barrel that day.
Oh my God, the Mann milk throw before the sponsor almost killed me.
we are truly at the bottom of the barrel when it comes to tf2 content
The one time that VALVe manages to count to 3 and they somehow completely fuck it up spectacularly.
Come across this prop several times before myself. Always thought it was an early asset that was just never used
I'm not really well versed in TF2 history, But assuming this is likely a model which shipped with the base TF2. You can likely pull much older files for this from the 360 port of TF2. Which should be relatively straight forward to decompress. given the release date it wont have the map but you should still be able to find the source files which contain the info you need.
they just fixed this october 18th 2024 - pour one out for the old box cluster 03
i just watched an 8 minute long video essay about a single missing texture for a barely noticeable prop in a 17 year old game. this is, truly, what no updates does to a community
Yeah it's crazy how it ended up like this, but the prop is really important to the lore of the map, which is why he made a video about it
That sponsor read was so short (good thing) that I skipped a gazillion years into the video
Tf2 are legends for fixing this
Did I watch an 8 minute video about boxes in TF2? Yes I did
Is it possible the typo / mistake wasn't with the box texture itself, but rather with Junction's choice to include that set of boxes? I would guess the mapper intended to include set 1 or 2, but accidentally included 3 instead - and since it's a small room people don't pay much attention to, it never got noticed.
That may be true, but that doesn't explain why box_cluster03 looks how it does
I wonder if the corruption was due to changing the model for "hand_truck01"? Maybe it was originally modelled with boxes on it, but Valve later split the boxes off into box_cluster03 to allow for more variety in level props, and when a later update rebuilt some of the textures, the texture file used by both objects was re-generated from the now-empty hand_truck01 model, and nobody at Valve noticed.
Counterpoint
If box_cluster_3 was normal it wouldn't have a dedicated fan base and a video from a big TH-camr. Never change box_cluster_3 you are perfect just the way you are
0:42 why is scout always so freaky 😭💀🙏
my biggest takeaway is that the creator of junction is active on steam 16 years later
A real G
indeed i am mysterious
No way
hold up his account was made 5 years ago
I shall bet the next TF2 patch notes will include "Fixed box_cluster03 textures"
This will definitely get more people to play Junction lol
It looks like its meant to be the stack of boxes being transported on the handtruck. Probably mixed up the naming of the file somehow.
Cant wait for valve to fix this in 4 years
BOX CLUSTER 03 HAS BEEN FIXED IN THE LATEST PATCH THIS IS NOT A DRILL I REPEAT THIS IS NOT A DRILL
As soon as I saw that update, I made a whole meme on reddit for it
I asked a really old guy in a retirement home if he was older than box cluster 03
He looked at box cluster 03, said "damn daniel!" and died.
Rest in piece
Wish that Valve would fix this problem.
I love how in depth you go for even the smallest of things! Such good quality!!!
Thank you!
i appreciate scout humping the box at the end
Maybe the reason this box wasn't used anywhere else was because it was scrapped at some point so they removed the textures, then when Sean was making this map he just found this box cluster 3 along some prop files so he just dropped it in. He either was using some mode of the camera when making the map that had the textures removed to make it easier to navigate (I'm not sure that is even an option) or he was just so tired of adding these little details that he didn't notice that it had messed up textures or didn't bother to check having thought that it would look normal in game
ITS PROBABLY FROM HANDTRUCK BECAUSE IT WAS MEANT TO BE USED WITH THE HANDTRUCK AND THEY DID IT LIKE THAT TO SAVE SPACE BUT NEVER ADDED THE TEXTURE
Huh. Maybe it's possible to look through the game files of the Xbox 360 version of TF2 and see if the prop works correctly there. It's closer to the original release build of the game than what's available in that archive.
Somebody do that and get back to me
I can relate with box_cluster03 we both have been fucked up for a real long time
You'll get through it bro
IT'S FIXED!
Personally, I would use it and keep it as it is, as a legacy reminder.
I am one year older than junction
This is my favorite video on box clusters
The best one out there
What 7 years of no updates does to a man
sean definitely knew the texture was fucked up when he put it there, thinkin "someone's gonna get real annoyed trying to figure this out in a few months" and now its been 15 years
The UVs for the box looks like a very quick and dirty algorithmic smart unwrap. I figure this is just an unfinished prop that slipped through the cracks
could there not be a chance that box cluster 03 was originally part of the hand truck's model, but was later made separate? the fact that it calls the textures for the hand truck probably means it was originally intended to just be part of that model
There is a chance
Local TH-cam single handedly ruins entire map again
have worked and studied for videogame art work in general.
that just looks like someone at valve was lazy and just used a automated UVs function to get the coordinates and chose a random ass file to.
those problems cant be "corrupted" because they have a name and coordinates for a reason.
Tbh i think it would be cool if you did a lil retexturing to it for the s2 port, make it looks like toasters or something as an ode to the messed up textures
this youtube 'before' feature is a time machine
The amount of work you put into each and every video... It's impressive ! Keep it up, I wish you the best.
I honestly think I saw that ugly texture, but probably thought "Valve will fix that", and moved on. And given Junction isn't really a popular map, I most likely just forgot it existed.
Edit, as of the 24th of October, this texture is now history! (and they also fixed Scout's blu pants!)
interesting, i used quite some hammer this year and used the box clusters a lot, i am pretty sure that box cluster 3 doesn't even exist in the prop browser there, unless i somehow skipped it
I haven't been this stimulated by the discussion of boxes since my school trip to the box factory.
the spaghetti just goes on forever
I noticed it, but I thought it was a problem only in my client (sometimes a texture or two get fucked up in my game for some reason), not on everyone else's
Bro this is the longest video ever to say some one forgot to finish unwrapping a random background static mesh, Jesus Christ
If you watched the entire video then you'd know it's not that simple
That is DEFINITELY a way to open a video!
Sean definitely just overlooked the broken texture and he doesnt remember xd
Huh, so it has been like this since atleast a month after the Scout Update.
Not a big window of time for it be corrupted.
amazing, i poke around on private servers and this reminds me of how blizzard names there doodads. from things you'd expect them to be named like 'plant' gives you plants to shit like 'hawaii fog' or something else absolutely goofy. Ive seen similar things to this before in the past along with some custom assets that reminded me of this here box. (Along with some whupsy daisy data that gerfucks specific doodads to be spiky borked abominations but those are thankfully few and far between.) your doin' good lad!
Nice video .even if I don't know a lot about hammer and source engine I always understand what you explain and talk about and every time I learn something new about hammer . thanks led👍
😀👍
Most sane tf2 video i have seen
This is a video about two cardboard boxes.
What 7 years with no major update does to a game.
You could've just checked the prop in SFM to see whether or not it was an update that corrupted it since SFM runs on a pre-2010 version of TF2/Source
The real box cluster 03 textures were the friends we made along the way
you could use a correlation filter on the edges of the faces for the atlas (basically render all the little boxes in 3:05) against all the atlases in the game prior, try rotating it four times since plain correlation doesn't take into account rotation (look into Fourier-Mellin transform). if the texture for box 3 is still in the game, it will probably have a very high correlation value with the atlas mapping.
im predicting it now i expect next year's updates to have a map that has at least one instance of this prop
1:56 Texture atlases can, but aren't meant to reduce file size. Their main purpose is to avoid having unnecessary drawcalls.
A drawcall tells the GPU what it's gotta do to render the next frame, including picking the active texture sampler or loaded 3D model.
Drawcalls aren't slow, but they add up fast, which is why most models will use an atlas for everything in it so it's just one drawcall to pick the texture.
If valve ever fixes this they have to leave a mark acknowledging this video
This is kind of a lesson that not every detail matters, since even if there is a small mistake, many people will never notice it. It's usually only the big picture/general idea people look at
I know this may seem anticlimactic but if my memory serves me right, this box cluster 03 has always been this way. Ever since the map launched to be official, it was screwed up since day one. So my best guess is that when the map was picked it was Normal but during transportation, someone at Valve messed up.
Speaking of mysterious props, though, there's something I noticed back when the Engineer Update first dropped. They added a prop to the library that's an ingot of australium. But I couldn't find it anywhere in any of the three maps they had added. For a few days I went a little nuts looking through decompiles of the maps, thinking maybe it was a clue to some kind of ARG or secret contest, before finally giving up. Has it ever been determined why this is in the game files?
🤔
Theory: The handtruck probably had a different texture file in development, and was split into a two prop atlas, but at some point the handtruck's file was completely overtaken by the handtruck and the box was forgotten about
everyones going to go for junction now and friendly in that room i can tell
it got fixed!!!