@@KalkuehlGaming so, there's a way to play it without VR? But I'm pretty sure it would be useful for boundary breaking only since it would be unplayable to play it w/o VR
10:07 The guy's actual name is "David Blaine" He is a famous street magician and valve confirmed it. You can see him breifly levitate This is his most famous trick.
The interesting part is, at 11:18 Alyx isn't projected on to the screen, Her voice is broadcasted, but there are two animated textures on the screen, one for her idle, and one for when she's talking.
@@Igrium it's because source needs an npc for its scene system, which is how all of hl2's dialogue outside of some minor stuff (combine soldier, hev suit) so alyx actually needs to exist in that scene so she can talk
Can confirm the "unique" floor tiles at 7:49 are actually a standard grid-based development texture used by Valve. Walls tend to use an orange one and floors this grey one. There are varieties both with and without measurements written on them, you found the latter type in wall-form later in the video of course for that secret Dr. Kleiner room. Also a small missed opportunity for insight at 4:19! You can see in action there the weirdness of how Valve's skybox "projections" are programmed to ALWAYS display "behind" the playable space, without fail. Normally if you try to fly out into the skybox scenery, it'll disappear once you exit the playable space, but in the rare case that the skybox scenery intersects with the playable space, if you view it from an angle where, realistically, said skybox scenery would be in front of the playable scenery, the playable scenery will still be "on top". Obviously this is made sure to never happen during normal play where you're never allowed to go anywhere near the projected scenery. So, to contextualise that confusion with the example: at 4:19 in particular, you see that the playable street area is "on top", even though from the camera's perspective, the low-detail, "distant" house is right next to the camera and, in the real world, would block our view of the playable street. This is because the distant scenery can never overlap the playable scenery due to the nature of it's programming. The projected background scenery is ALWAYS the background, no matter what.
The grids at 7:49 were ALL OVER the Beta leak too. What I wish he did was spawn a zombie in the first level's Breencast to demonstrate how funny that can be. Gmodders made so many wonderful moments doing that.
9:13 "Look how Gordon's character model disappears when entering the hovercraft while I completely forget to mention that he has a crowbar stuck in his butt."
Echi if they release hl3 and it's a disappointment their actions are going to drop massively,plus it would be a waste of money developing a game as they get way more money with just steam
Hey Shesez, did you know; During your last goodbye with father Grigori, the man in ravenholm, he steps into a small building and shoots a flammable barrel, causing the whole set to go on fire. I thought that was gonna be in the episode, but let me say what happens. He walks through the fire, and never actually disappears when entering the building. Nor does he stop shooting the zombies following him in. It is a cool thing to his character.
i think that was samuel a old character of the old story line of half life 2 when the game was leak into the 2004 hi is refereed by barney but the developers replace the 2002-2003 story line whit the 2004 story line this was unased
11:12 When you state that G-Man dissapears when going off-screen in that area, You are incorrect; You touched the Void when the G-Man went behind the Train Car which under normal circumstances in any game made in Valve's Game Engines will render any NPC or Animated Models within the map to dissapear until you leave the Void and return to the game map. I took a gander at this exact spot after seeing you do that; The G-Man doesn't dissapear in that area; After he reaches the other end of the Train Car he will stop moving and stay there indefinetely.
Filip Kohout I know. When I play Mmod I usually have 295-300 FPS. When in really intense combat situations (and almost the whole of the “Anticitizen One” chapter) my frames were 15-30.
You can't be lazy when making a video on HL2 - too many people go balls deep into the Source engine and into this game in particular and as you already know - they'll call you on it.
No shit, people find 1 line of text relating to half life in a non half life game patch and start shouting hl3 confirmed. On one hand devs could be trolling by deliberately leaving those... On second its a waste of time and resources and higher ups wouldnt allow it... unless gabe is in on the joke. The games been in development forever. Scrapped a few times by gabe/valves own word. Hl3 probably going to be vr cause it's the next big thing. You cant really one up graphics cause that just requires better computer hardware. Instead theyll be one of the first to make a great game in vr. And they should. They have the money and their own headset so even if it isnt profitable it would probably get vr off the ground. I'd buy a headset just to play hl3.
4:21 this is how skyboxes work in most games I've seen. Even in Harry Potter and the Chamber of Secrets PC, the skybox works that way, you can even put objects in it and see them projected onto the sky in real time.
One of the first games (though probably not the first) to use this particular technique was Heavy Metal FAKK 2 - IIRC based off someone's modification of the quake 3 compile tools to include such functionality. I believe you could also do something similar in the original Unreal engine using its portal/camera features but I'm not sure if any games used it before ~2000.
I was just thinking about this myself! It was quite enthralling when I was 10 years old discovering the skybox in Chamber of Secrets for the first time, and then finding out I could create my own Godzilla Potter.
11:15 he didn't disappear, you took the camera outside of the map which hides any entities. edit: 2 years later i decide to rewatch this video. 13:16, the 128x128 does not refer to pixels, as pixels don't really exist in 3d games because of perspective. this is actually referring to hammer units! 16 hammer units make up a real life foot
the placeholder texture is not measured in pixels, I believe the 128x128 represents the Hammer Units, the most common unit of measurement in Valve Games.
It is 128 hammer units if the texture is being applied with default for engine scaling of 0.25 (HL1 used 1.0 scaling). it's a placeholder and can be used for measurement of environment. There's also a version of this texture with a silhouette of t-posing human for reference, who is 72 or 80 units tall, can't remember for sure.
Likely, because the digits are rather hi-res at close distance, and besides Source swaps textures to their lower-res versions with distance, so 128x128 pixels no longer make sense.
For some reason, Shesez doesn't know _shit_ about the Source engine. It's so easy to figure out you can literally learn how the Source engine works by messing around with Noclip.
The "placeholder" textures are Dev textures they don't represent the height of "Pixels" but the heights of Units in the game 128 is the common height for 1 floor. including ceiling and floor. there are many other dev textures like this that can be found, you shown one that is a Grid in grey. the same exist in Orange as well. Also, If I remember right, part of the lights bounce textures and change the reflection on characters and the environment so it may explain why some of the boxes are textured and the odd choice of textures a Black box may have made the lighting darker, while a brick wall could have helped out I know it does it in the later build of the engine, notably CS Go, Portal 2, etc.. but I don't know if that was implemented in the early builds aka HL2
11:11 While you are correct the gman is simply deleted from the environment when no longer needed, this particular instance was not what happened. You noclipped inside of a solid brush, causing the 2d skybox backdrop texture to go black, and all entities (including npcs) to immediately unrender even if they were still there, as the game becomes completely confused on what should or should not be rendered based on player location. When the player leaves the boundaries of the map, various fundamental elements of the map are unrendered, such as all entities, and the skybox texture no long understands how to be displayed. 13:15 Incorrect. The numbers are not measuring the pixels, they are actually a reference for height in-game via hammer units. Maps in the source engine are built in the program Hammer.exe. In Hammer, you have a grid which can be expanded or contracted based on how much you zoom in-out in its display which allows for very fine-tuning of geometry or placement of entities in the environment on 3 separate displays (one for each of the 3 axes) of a 2d representation of the map. This grid is made up of what is known as hammer units, and each unit represents one inch in real-world measurement seen in-game. 128x128 for a 2d texture means 128 inches by 128 inches (or hammer units) makes up a single square on that texture (assuming that texture has not been resized when applied to its surface, which would render the reference useless) While map devs likely didn't actually need the inch measurements, all place-holder textures double as hammer-unit measurement references. There's even a texture with an outline of a player body to make size-reference easier and faster during map construction.
I believe they texture the inside of the projected boxes because the previz lighting pass runs over them, thus giving the projected characters the environmentally correct shading. For the doctor, it's not necessary since you only hear his voice, so he can be inside of an unlit measure texture box.
I enjoy using noclip to explore outside the map. Half-Life 2 is filled with out of bounds stuff, go to settings - advanced - enable developer console - press ` ingame - type "noclip" and you can explore out of bounds.
11:14 you noclip through an area there where usually all npcs/ props will disappear from your vision u can see that also the sky turns black. u went further in the wall behind of you
I have seen 2 flaws on this video atm. 1. At 11:13 the G-Man disappears because you went out of the maps bounder. (It still would have disappeared but the timing was off because of that.) 2. At 13:11 you say that the 128 is represented by pixels. That is wrong. The numbers represent hammer units which is a height measurement used to make these maps in hammer. (Also the texture is called a Dev Texture :P .) Also some of the random hallways like in 13:28 are just valves laziness. Otherwise good job!
Plus the character from 10:05 wasn't a low texture trick, that was just a model used in the beta and was supposed to be a character that was cut. Valve just chucked that model in for whatever reason.
That armoured guard at 8:30 was taking a break. x'D He probably thought to himself "No one'll ever find me all the way up here." Wonder if his boss will have already seen this episode by the time Half-Life 3 comes out.
Funny enough, HL fans still think the original had even more attention to detail. Check out Marphitimus th-cam.com/users/MarphitimusBlackimus for some mind blowing videos. 1998 game, folks. There's also a lot of broken stuff (Valve cut it out of HL) that Marphy fixed which are just as insane.
keshavmurali98 absolutely! I love his content and found his channel just a few days ago. All the attention to detail they put into the enemy AI is really interesting. And it was in the comment section of his videos that I found just how many people think that HL2 is lacking in that regard and some think that it is somewhat bad for it. From what I read in the comments, some think that during HL development, devs had more creative freedom compared to HL2 during which devs were more focused on meeting deadlines. I don't think that is really the case though I don't know. Some have also said that the leaks of the HL2 beta rushed its development. I'm just ledt wondering how would have HL2 turned out if they had managed to add the cut content and put all those little details like HL.
You still can't. The trigger is a box. not a thin wall and the box probably extents to the end of the alley. If your inside the trigger the box is invisible.
Could probably prop jump over it, you can get basically infinite height that way. You hold a prop you can stand on under you and spam jump and grab, it makes you float up into the air.
To be fair it must've been something they didn't test much because it's pretty easy. Same with Accelerated Back Hopping , which was a side effect of them trying to stop bunny hopping giving you lots of speed, what they do is give you negative speed if you go too fast. But what you can do is bunny hop then turn around backwards, then the negitive speed will boost you backwards really fast.
GaudyMarrko the Gordon freeman model used in half life 2 has no bones, or animations, therefore the crowbar doesn't know where to go. The default position is in the center of the model, so it looks like a crowbar in an ass.
Correct. They never made a proper Gordon model for HL2 and Episodes since you never see him in third person or in the HL2DM. Gordon did have a playermodel in HL1 , but only because of it being used in MP.
The floor tiles in the unused room are actually dev textures, just like the orange dev textures used for Kleiner. You should mess around in SDK Hammer if you ever do another source game, you can find out a lot.
I know this is late, but as an FYI, the textures determine how much light (and what color) bounces off of them back up into the scene. This could be why they didn't use the placeholder/dev textures in scenes where the actors had a camera pointed at them. They were using the textures to tweak the lighting on the character's face.
Those "leeches" look like the little worms from the first Half Life that bite you when you go into the water. When you drain the water in the room the worms are helpless and you can just step on them
I could be remembering wrong but I'm pretty sure the 128 on the placeholder wall texture isn't to do with pixels, it's a measurement of distance units that the source engine uses.
Absolutely correct, the so-called Hammer Units (after Valve Hammer Editor) are based on the Imperial Foot. Here's a page from dev wiki developer.valvesoftware.com/wiki/Dimensions
Oh good, it's been a while since I messed around in Hammer, and I was never great with it, so i wasn't sure if I was just misremembering. Thanks for the info.
The tile texture used in rooms not acessable to the player can be explained easily. If I remember correctly it was the default texture in Worldcraft at the time.
11:18 Thats actually just a animated texture for that specific part (other parts involving monitors almost always involve cameras, though) 12:19 if be elongated you mean the section with the combine walls and monitors, thats because this area pulls double duty; that section is used for the camera showing the elites running down a hallway
1:54 I think I can confirm that this is where the G-Man and the particle effects are stored. I used commands to spawn some headcrabs and some zombies next to G-Man, flew to the room using noclip and everything I spawned was there.
as someone whos moderately fucked around with noclip, I reccomend you use noclip to mess around and explore eli's base, black mesa east cause there are some real interesting skips and hallways to see
CoatRack21, the part where you use Klenier's teleporter and Lamarr broke it, it caused you to teleport in many places and one of them is where the lake monster appears. EDIT: th-cam.com/video/axhw-3oFcIk/w-d-xo.html Skip to 1:12 for that scene
And who would've thought that about two and a half years later, one of this franchise's most important voice actors would make a guest appearance in a video.
I think for a lot of people Valve games are where they were first introduced to the idea of breaking out of the boundaries of the map. It was just made so easy and there was such a draw to do it too, due to how much stuff people wanted to see more of but couldn't normally.
This video is over a year old, but I still feel inclined to say, I think the reason they have actual textures in the boxes that hold NPC's for broadcast, is so they are properly lighted by the bounce lighting. My idea is further reinforced by the fact that when they only needed Kleiner's voice, they put him in a box with dev textures.
I am pretty sure that if you were to insert some type of physical entity into the miniature background model, that entity will show up in the background/sky box.
As a developer none of these boundary breaks really surprise me, I know all the tricks, but sometimes I do see one little thing that even I didn't know. I like watching these just on the off-chance I see one of those things.
The Gmod players would already know about if the zombie face is always there because there's even a playermodel that allows the player to look like a headcrab zombie. Cool enough, you can even toggle a body group that gives you a headcrab on your head. You can even toggle it on an actual zombie and all it looks like is a guy covered in blood walking around like a drunk, internal organs visible, looking up, eyes closed with a frightened expression on his face while making weird sounds. A player zombie looks just like that but they look like a person who looks like they just played so much half life they turned into a zombie.
11:24 My guess is the reason that room had textures was so that the light would bounce around the way they wanted to. In Source, the color of a texture actually has some effect on the color of the light that reflects off of it, as well as how reflective that surface is. Replacing those walls with a black texture would probably have some slight influence on the lighting in the scene even with the same light entity there.
Great video, even i learned some new issues and i have mapped for 14 years or so with Hammer/HL2, lol. KNow how much time and effort it takes to put these video's together, so, great job~! This shows people how games are/can be made, which is great because a lot of gamers have no clue. Leon
Can't wait for Boundary Break on Half Life Alyx.
Not really sure how to do that with vr
@@andylynx007 it's easy. The first version got a non vr mod. You can't jump but fly around with noclip
Watch climbing the citadel by 3kliksphilip
ONE DAY AGO, wow so there is viewers watching this in 2020
@@KalkuehlGaming so, there's a way to play it without VR? But I'm pretty sure it would be useful for boundary breaking only since it would be unplayable to play it w/o VR
"gotta love valve's commitment to the half-life franchise"
*hello darkness my old friend*
if thats you taking a shot at valve then high-five lol
Yes, that gave me a good chuckle too.
best joke i've heard all year.
I'M NOT CRYING, YOU'RE CRYING
THOSE AREN'T TEARS, THEY'RE SWEAT DROPLETS. STOP JUDGING
marsil602 Nah, they just haven't figured out how to count to 3!
10:07 The guy's actual name is "David Blaine" He is a famous street magician and valve confirmed it. You can see him breifly levitate This is his most famous trick.
great cach. yes it is david blane and yes they made him levitate LOL
yeah he briefly levitated i can do that too by jumping
@@aspodermousstoplight100 levitate and jumping are not the same lol
@@cristetalallaban1317 he means that when he jump he is floating for 1 second lol
@@cristetalallaban1317 levitating is just jumping in style
9:12 Gordon finally found a way to store his precious crowbar.
dammit
Sweet
Right up his ass
*_Gonna need that prostate exam now_*
Therapist: show me where Barney put the crowbar on this doll Gordon
The interesting part is, at 11:18 Alyx isn't projected on to the screen, Her voice is broadcasted, but there are two animated textures on the screen, one for her idle, and one for when she's talking.
@@Gorbo it would make no sense if they wouldn't
I wonder why they even spawn the npc in the first place. No need to load the model if the visuals are going to be pre-rendered anyway.
@@Igrium it's because source needs an npc for its scene system, which is how all of hl2's dialogue outside of some minor stuff (combine soldier, hev suit) so alyx actually needs to exist in that scene so she can talk
7:45 "The floortiles are very unique to themselves" *shows floor with default placeholder texture*
13:00 *acts like this is the first instance of placeholders*
*cries in placeholder*
Thats actually the area where Alyx opens the secret b-soda machine door and lets you in.
Hahaha nerds
@@SomeDudeOfficial thats a Baldi Joke isnt it
Can confirm the "unique" floor tiles at 7:49 are actually a standard grid-based development texture used by Valve. Walls tend to use an orange one and floors this grey one. There are varieties both with and without measurements written on them, you found the latter type in wall-form later in the video of course for that secret Dr. Kleiner room.
Also a small missed opportunity for insight at 4:19! You can see in action there the weirdness of how Valve's skybox "projections" are programmed to ALWAYS display "behind" the playable space, without fail. Normally if you try to fly out into the skybox scenery, it'll disappear once you exit the playable space, but in the rare case that the skybox scenery intersects with the playable space, if you view it from an angle where, realistically, said skybox scenery would be in front of the playable scenery, the playable scenery will still be "on top". Obviously this is made sure to never happen during normal play where you're never allowed to go anywhere near the projected scenery.
So, to contextualise that confusion with the example: at 4:19 in particular, you see that the playable street area is "on top", even though from the camera's perspective, the low-detail, "distant" house is right next to the camera and, in the real world, would block our view of the playable street. This is because the distant scenery can never overlap the playable scenery due to the nature of it's programming. The projected background scenery is ALWAYS the background, no matter what.
The grids at 7:49 were ALL OVER the Beta leak too.
What I wish he did was spawn a zombie in the first level's Breencast to demonstrate how funny that can be. Gmodders made so many wonderful moments doing that.
I had a chuckle at his enthusiasm over those textures because these development textures are very familiar to anyone who's used Source SDK.
Dives Yeppers!
Fuck your essay
JezMM huh
"Gotta give credit to Valve for showing a ton of commitment to the Half-Life franchise here."
Too bad it's not like that anymore!
Lol
HL3
Only 10 more years before Half-Life 3 comes out! WHOOP WHOOP!
I came to the comments just for that reason. I was like “yeah about that”
Same here, Nail! :D
THIRD PERSON Gordon Freeman is HL1 Gordon but untextured.
Gordan Freeman Morgan Freeman...
well.. it is textured... it has the same texture as the hl1 barney's helmet, the chrome part.
@@SolantisA huh...
Well.. Uh... *Windows has stoped working\
It's underdeveloped because it involves the letter 3.
Fun fact: in Half-Life Source,the same model is used but Gordon is properly textured.
9:13 "Look how Gordon's character model disappears when entering the hovercraft while I completely forget to mention that he has a crowbar stuck in his butt."
"Valve are hardly ones to ever waste something." Besides the Half-Life IP
Keychain and Left 4 Dead
and their status as a game developer.
Echi if they release hl3 and it's a disappointment their actions are going to drop massively,plus it would be a waste of money developing a game as they get way more money with just steam
unrelated, but i love that FeMC icon, good taste dude
Do they make games anymore at all?
Hey Shesez, did you know;
During your last goodbye with father Grigori, the man in ravenholm, he steps into a small building and shoots a flammable barrel, causing the whole set to go on fire. I thought that was gonna be in the episode, but let me say what happens. He walks through the fire, and never actually disappears when entering the building. Nor does he stop shooting the zombies following him in. It is a cool thing to his character.
Luc Badolato For me, he didn’t walk into the building. He just walked into the fire. I thought he was gonna die, but he didn’t.
I just stud there for 5 minutes watching him kill zombies in the fire
@@NickCraftNL *Stood*
@@toastysketches2517 lego coin
Best Ever !
Fun fact: the low-poly peach moment character is referred to as 'Cheaple' in the game files, for cheap people.
he's supposed to be david blane, thats why he levitates when he stops walking
Even one of the PCGamer mags from the 2004s make fun of that.
Wake up, Cheaple. Wake up and... _smell the ashes._
i think that was samuel a old character of the old story line of half life 2 when the game was leak into the 2004 hi is refereed by barney but the developers replace the 2002-2003 story line whit the 2004 story line this was unased
also most of the maps of the game is a redo of the leaked maps so you can find things incomplete like the part of barney and the incomplete building
Can you do HL3 next?
*triggered*
Stop playing with my heart.
thatisthejoke.jpg
No
Sure! It will be done around 9999....9999999
11:12 When you state that G-Man dissapears when going off-screen in that area, You are incorrect; You touched the Void when the G-Man went behind the Train Car which under normal circumstances in any game made in Valve's Game Engines will render any NPC or Animated Models within the map to dissapear until you leave the Void and return to the game map. I took a gander at this exact spot after seeing you do that; The G-Man doesn't dissapear in that area; After he reaches the other end of the Train Car he will stop moving and stay there indefinetely.
correct!
I may be 2 years late but mneh, in most of his sittings he does vanish, mainly those you can actually reach
It's whatever dude
I checked, and he dissappears after he gets behind the traincar. I even opened the entity list and sure enough, he is removed!
"It's not quite horror"
**shows the goriest and the scariest part in Half Life 2**
outdated
No, fast zombies exist
Half life is scary at 25 fps... Believe me
Filip Kohout I know. When I play Mmod I usually have 295-300 FPS. When in really intense combat situations (and almost the whole of the “Anticitizen One” chapter) my frames were 15-30.
@@nuv2987 ok im mostly 60 fps but.... The scariest part of Half life 2 is for me ravenholm because i really have 5-30 fps there :D
7:40
"The tiles are unique"
It's dev textures.
lmao
You can't be lazy when making a video on HL2 - too many people go balls deep into the Source engine and into this game in particular and as you already know - they'll call you on it.
When a game not only has a noclip mode but an entire level editor that lets you pick the game apart, it's really easy to go balls deep and beyond.
No shit, people find 1 line of text relating to half life in a non half life game patch and start shouting hl3 confirmed. On one hand devs could be trolling by deliberately leaving those... On second its a waste of time and resources and higher ups wouldnt allow it... unless gabe is in on the joke. The games been in development forever. Scrapped a few times by gabe/valves own word. Hl3 probably going to be vr cause it's the next big thing. You cant really one up graphics cause that just requires better computer hardware. Instead theyll be one of the first to make a great game in vr. And they should. They have the money and their own headset so even if it isnt profitable it would probably get vr off the ground. I'd buy a headset just to play hl3.
@Stix N' Stones unless you're a cheat developer, you really don't know much about source engine. you probably don't even know what clc_move is.
I'm the captain now Good time to start investing in an headset, because Half-Life: Alyx was just released.
@@Andytlp welp
11:15 gman disappeared because entities are hidden when you're inside a wall
Outside of the skybox. Not when you're just in a wall.
@@voidofspaceandtime4684 BSP or VIS (not sure which one in this case) does not render things correctly when you are inside of a brush (wall)
Actually, he was outside of the map.
@@ZacharyC2000 VIS is for Quake (but internally it uses BSP, just under a different name), BSP for Source.
Also BSP is used in Doom.
4:21 this is how skyboxes work in most games I've seen. Even in Harry Potter and the Chamber of Secrets PC, the skybox works that way, you can even put objects in it and see them projected onto the sky in real time.
Same with Garrys mod.
But isn't GMod based on the Source engine? That doesn't really help my point XD
One of the first games (though probably not the first) to use this particular technique was Heavy Metal FAKK 2 - IIRC based off someone's modification of the quake 3 compile tools to include such functionality. I believe you could also do something similar in the original Unreal engine using its portal/camera features but I'm not sure if any games used it before ~2000.
Unreal and UT did it too. I always loved Unreal's skies.
I was just thinking about this myself! It was quite enthralling when I was 10 years old discovering the skybox in Chamber of Secrets for the first time, and then finding out I could create my own Godzilla Potter.
11:15 he didn't disappear, you took the camera outside of the map which hides any entities.
edit: 2 years later i decide to rewatch this video. 13:16, the 128x128 does not refer to pixels, as pixels don't really exist in 3d games because of perspective. this is actually referring to hammer units! 16 hammer units make up a real life foot
You're right
I spotted that too.
Yeah but he does actually disappear still
Oh hi nano
@@staryoshi06 hi star!!
the placeholder texture is not measured in pixels, I believe the 128x128 represents the Hammer Units, the most common unit of measurement in Valve Games.
It isn't a placeholder actually it was probably used for measuring character height.
@@TailsTheFoxYT it's a placeholder
It is 128 hammer units if the texture is being applied with default for engine scaling of 0.25 (HL1 used 1.0 scaling). it's a placeholder and can be used for measurement of environment. There's also a version of this texture with a silhouette of t-posing human for reference, who is 72 or 80 units tall, can't remember for sure.
Likely, because the digits are rather hi-res at close distance, and besides Source swaps textures to their lower-res versions with distance, so 128x128 pixels no longer make sense.
That's correct
"This is where I get off."
If you change 'where' to 'how,' you get an explanation of G-Man's motivation in the game.
Good one
For christ sake 😂😂
This is how you get off. Don’t you wanna get off with me Gordon?
8:31 That Combine Soldier probably was used to throw the Manhacks
Overwatch can't actually use manhacks, only metropolice can
Ah yes the good old noclip
This video missed the most interesting off camera mystery in the game: Gman on a boat with spooky music playing through the TV, with crows around him!
gman on the boat wasnt missed. just cut for time purposes
Yesh
G_Boy DDD
IKR?!
11:16 Dude, no. You went out of the map, and doing that makes NPCs disappear. He does vanish later, but just not at that spot.
For some reason, Shesez doesn't know _shit_ about the Source engine. It's so easy to figure out you can literally learn how the Source engine works by messing around with Noclip.
I was literally just about to point this out, thank you for doing so.
TrollForce K.
Yall so angry... this awesome guy still got your view!
Qais Patankar I don't think anyone here is angry about it, rather just trying to inform him as he likes accuracy himself.
at 11:06 the gman only dissapeared because you noclipped into the wall
what a noob
but he disappears after going behind the train anyways, he also turns around, making it seem like he is actually getting on the train.
@@rwx-zach Play the game yourself, he gets behind the train, then disappears.
@@rwx-zachthats not out of bounds so its not gonna make him dissapear lmfao
@@JennDF yeah that does happen, do you play any game running on the source engine ever?
The "placeholder" textures are Dev textures
they don't represent the height of "Pixels" but the heights of Units in the game
128 is the common height for 1 floor. including ceiling and floor.
there are many other dev textures like this that can be found,
you shown one that is a Grid in grey. the same exist in Orange as well.
Also, If I remember right, part of the lights bounce textures and change the reflection on characters and the environment
so it may explain why some of the boxes are textured and the odd choice of textures
a Black box may have made the lighting darker, while a brick wall could have helped out
I know it does it in the later build of the engine, notably CS Go, Portal 2, etc..
but I don't know if that was implemented in the early builds aka HL2
"placeholder textures" (unit measures) have to be loaded to ram, so its better to use a texture already used in the map
Shesez: welcome to episode 69
Viewers: you have entered the comedy area
Nice.
Nice
Nice
Nice
Nice
11:11 While you are correct the gman is simply deleted from the environment when no longer needed, this particular instance was not what happened. You noclipped inside of a solid brush, causing the 2d skybox backdrop texture to go black, and all entities (including npcs) to immediately unrender even if they were still there, as the game becomes completely confused on what should or should not be rendered based on player location. When the player leaves the boundaries of the map, various fundamental elements of the map are unrendered, such as all entities, and the skybox texture no long understands how to be displayed.
13:15 Incorrect. The numbers are not measuring the pixels, they are actually a reference for height in-game via hammer units. Maps in the source engine are built in the program Hammer.exe. In Hammer, you have a grid which can be expanded or contracted based on how much you zoom in-out in its display which allows for very fine-tuning of geometry or placement of entities in the environment on 3 separate displays (one for each of the 3 axes) of a 2d representation of the map. This grid is made up of what is known as hammer units, and each unit represents one inch in real-world measurement seen in-game. 128x128 for a 2d texture means 128 inches by 128 inches (or hammer units) makes up a single square on that texture (assuming that texture has not been resized when applied to its surface, which would render the reference useless)
While map devs likely didn't actually need the inch measurements, all place-holder textures double as hammer-unit measurement references. There's even a texture with an outline of a player body to make size-reference easier and faster during map construction.
"Wake up, Mr.Freemann..."
5 more minutes... please i got 4 hours of sleep.
No wake up m8
I believe they texture the inside of the projected boxes because the previz lighting pass runs over them, thus giving the projected characters the environmentally correct shading. For the doctor, it's not necessary since you only hear his voice, so he can be inside of an unlit measure texture box.
"The developers @ Valve are HARDLY ones to waste something..."
....oh, you mean like the Half-Life franchise itself?
SICK BURN VALVE.
TonyBMan Half Life Alyx
jokes on you I guess
I enjoy using noclip to explore outside the map. Half-Life 2 is filled with out of bounds stuff, go to settings - advanced - enable developer console - press ` ingame - type "noclip" and you can explore out of bounds.
You can also bind it to a key!
Type this into your console.
bind v noclip
(it does not have to be v, it can be changed.)
Fun Fact: It's possible to see Lamarr disappear into that vent in normal gameplay. You can do some surprisingly simple jumps to get up there.
11:14 you noclip through an area there where usually all npcs/ props will disappear from your vision u can see that also the sky turns black. u went further in the wall behind of you
69. Nice.
Legendary
Should've been Leisure Suit Larry. J'sayn.
DidYouKnowGaming? I
Ayy
Wait wut, dykg watches this
9:14 Hey concrete Gordon, you've got a little something up your ... up your ....
Just don't sit down, ok?
**sits down in airboat 10 seconds later**
That's the starter, you give it a good turn and the engine starts.
this is not concrete its metal (sorry for bad English(not a joke))
I have seen 2 flaws on this video atm.
1. At 11:13 the G-Man disappears because you went out of the maps bounder. (It still would have disappeared but the timing was off because of that.)
2. At 13:11 you say that the 128 is represented by pixels. That is wrong. The numbers represent hammer units which is a height measurement used to make these maps in hammer. (Also the texture is called a Dev Texture :P .)
Also some of the random hallways like in 13:28 are just valves laziness.
Otherwise good job!
Plus the character from 10:05 wasn't a low texture trick, that was just a model used in the beta and was supposed to be a character that was cut. Valve just chucked that model in for whatever reason.
+Dayvo
No, shesez is correct. It's a model used specifically for background characters you can't see, and is called male_cheaple.
Just because a model in retail was also present in the beta does not make it a "beta model".
@@The_Butt_Cracker What?
@@voidofspaceandtime4684 Just because a model exists in the beta version of a game does not make it a beta model.
2:07 that one texture is what gman stands on
That armoured guard at 8:30 was taking a break. x'D
He probably thought to himself "No one'll ever find me all the way up here."
Wonder if his boss will have already seen this episode by the time Half-Life 3 comes out.
My first thoughts were "if he doesn't open this video with wake up Mr Freeman, I swear to god!"
I loved playing in Gmod and placing things around in the skybox when I was a kid. It was really fun to see a scene you made so huge above you.
Damn, I can't remember if I ever actually tried that...
It's still insane they made a game this elaborate in 2004!!!
Ninjastar Compass its still insane how good the graphics are
I didn't realize how much until I played other games knowing they're released the same year. It really is insane.
not to mention it can run on the ORIGINAL XBOX
Funny enough, HL fans still think the original had even more attention to detail.
Check out Marphitimus th-cam.com/users/MarphitimusBlackimus for some mind blowing videos.
1998 game, folks. There's also a lot of broken stuff (Valve cut it out of HL) that Marphy fixed which are just as insane.
keshavmurali98 absolutely! I love his content and found his channel just a few days ago. All the attention to detail they put into the enemy AI is really interesting. And it was in the comment section of his videos that I found just how many people think that HL2 is lacking in that regard and some think that it is somewhat bad for it.
From what I read in the comments, some think that during HL development, devs had more creative freedom compared to HL2 during which devs were more focused on meeting deadlines. I don't think that is really the case though I don't know.
Some have also said that the leaks of the HL2 beta rushed its development.
I'm just ledt wondering how would have HL2 turned out if they had managed to add the cut content and put all those little details like HL.
5:08 Wait.... can't you jump over that trigger?
You can't jump higher than yourself.
But there's a box right next to it, so you probably can.
You still can't. The trigger is a box. not a thin wall and the box probably extents to the end of the alley.
If your inside the trigger the box is invisible.
Could probably prop jump over it, you can get basically infinite height that way.
You hold a prop you can stand on under you and spam jump and grab, it makes you float up into the air.
To be fair it must've been something they didn't test much because it's pretty easy.
Same with Accelerated Back Hopping , which was a side effect of them trying to stop bunny hopping giving you lots of speed, what they do is give you negative speed if you go too fast. But what you can do is bunny hop then turn around backwards, then the negitive speed will boost you backwards really fast.
8:37 ain't he the one supposed to launch that Man hunter ?
Manhack, you mean manhack
@@jasonlachance3478 technically, they're both
@@thewayfayer3268 no they're not
Something interesting you didn't mention is that Gordon's "concrete" playermodel is actually his Half Life 1 playermodel, albeit proper textures.
The floor tiles at 7:49 are default source dev textures, used when blocking out a level
...Several People Are Typing.
yea...the good old cp_orange maps from tf2 :)
Dev textures aren't used to "block" out a level...
and 128x128 is not pixels, is hammer units, 1 unit = 1 inch
"Block out" is what it's called when they build a basic, un-detailed version for testing. Because it usually looks like it's made out of blocks.
4:25 the skybox is the same with unreal tournament 3, they also had skybox rooms in distant places that are projected
i like how he has the crowbar sticking out of his ass at 9:12
GaudyMarrko the Gordon freeman model used in half life 2 has no bones, or animations, therefore the crowbar doesn't know where to go. The default position is in the center of the model, so it looks like a crowbar in an ass.
Correct. They never made a proper Gordon model for HL2 and Episodes since you never see him in third person or in the HL2DM. Gordon did have a playermodel in HL1 , but only because of it being used in MP.
After over a year of watching boundary break I only just saw the animation with the top contributor at the very end
just found this channel recently and its really amazing and creative content -> love it! Keep up the good work my dude
7:42 "The floor tiles are unique"
Those are developer textures
You don't see them in normal gameplay. So
they are unique.
if you'd like to be more precise with noclip, just use the sv_noclipspeed command and set it to lower than default
10:14 another fun fact about the low poly cheaple is his facial features what little of them was based on the magician David Blaine
The floor tiles in the unused room are actually dev textures, just like the orange dev textures used for Kleiner. You should mess around in SDK Hammer if you ever do another source game, you can find out a lot.
Ducky Quackington I cant believe he's actually trying to pretend like he knows a lot but for real he knows shit and probably he never used hammer.
lukkasz323 i cant tell if you’re being serious or if you’re thinking i was being rude, because uh, i wasnt
1:42 "Gotta give credit to Valve for showing a ton of commitment to the Half Life franchise here"
Yeah, those were the good ol' days.
I know this is late, but as an FYI, the textures determine how much light (and what color) bounces off of them back up into the scene. This could be why they didn't use the placeholder/dev textures in scenes where the actors had a camera pointed at them. They were using the textures to tweak the lighting on the character's face.
Those "leeches" look like the little worms from the first Half Life that bite you when you go into the water. When you drain the water in the room the worms are helpless and you can just step on them
Those ARE leeches, bruh
I could be remembering wrong but I'm pretty sure the 128 on the placeholder wall texture isn't to do with pixels, it's a measurement of distance units that the source engine uses.
Correct
Absolutely correct, the so-called Hammer Units (after Valve Hammer Editor) are based on the Imperial Foot. Here's a page from dev wiki developer.valvesoftware.com/wiki/Dimensions
Oh good, it's been a while since I messed around in Hammer, and I was never great with it, so i wasn't sure if I was just misremembering. Thanks for the info.
Smart cookie. *Turns around* "But you won't pass my next test..."
“G-man introduces you to Episodes 1 and 2, as well as... never mind”. HE KNEW
I think that was a reference to Episode 3
Funny thing, i kinda explore the hl2 maps when I'm playing gmod
The "floor tiles" at 7:46 are dev textures.
The tile texture used in rooms not acessable to the player can be explained easily. If I remember correctly it was the default texture in Worldcraft at the time.
I boundary broke this game myself too
G_Boy It is mandatory for me on Source games
I boundary broke tf2
Yeah, i'm a professional hacker *presses ~ and types NOCLIP in the console*
O YEH, VERI PRUFESIONALE
*opens console*
*quickly like he is late for work types "sv_cheats 1"*
*"noclip"*
*"quit"*
WAIT WUT NNOOOOO
Why did you comment this twice
11:18
Thats actually just a animated texture for that specific part (other parts involving monitors almost always involve cameras, though)
12:19 if be elongated you mean the section with the combine walls and monitors, thats because this area pulls double duty; that section is used for the camera showing the elites running down a hallway
1:54 I think I can confirm that this is where the G-Man and the particle effects are stored. I used commands to spawn some headcrabs and some zombies next to G-Man, flew to the room using noclip and everything I spawned was there.
12:29 Wait! You can k...
*immediatly launches HL2*
9:17 that's not how a crowbar works
This is where I get off
as someone whos moderately fucked around with noclip, I reccomend you use noclip to mess around and explore eli's base, black mesa east cause there are some real interesting skips and hallways to see
It would be more awesome If you showed that lake monster scene...
TVDadoCorrompido what lake monster scene? I don't recall that being in the game.
CoatRack21, the part where you use Klenier's teleporter and Lamarr broke it, it caused you to teleport in many places and one of them is where the lake monster appears.
EDIT: th-cam.com/video/axhw-3oFcIk/w-d-xo.html Skip to 1:12 for that scene
It’s called an itchyosaur
Mr.Dr.Professor Toaster *Icthyosaur lol
And who would've thought that about two and a half years later, one of this franchise's most important voice actors would make a guest appearance in a video.
I think for a lot of people Valve games are where they were first introduced to the idea of breaking out of the boundaries of the map. It was just made so easy and there was such a draw to do it too, due to how much stuff people wanted to see more of but couldn't normally.
If you take the camera behind Alyx at the end of half life 2 episode 2, you can see half life 3
hl2 is the most terrifying horror game because of the fast zombies.. those things scare the life out of me
1:12 - BTW, this train cart isn't the one you appear in when game gives you control, it also floats outside of the map like test chamber and prison.
I was looking for a comment about that.
9:12 - is the weapon in his... bottom ? :O
Where else do you think he keeps them?
Magma after all, he does keep them in his hev suit
To be honest he has too many weapons
I wouldnt be suprized if thats the last availible space
13:15 I think the 128x128 actually means hammer units if I'm correct
You are
Yeah the texture is actually 512x512
This video is over a year old, but I still feel inclined to say, I think the reason they have actual textures in the boxes that hold NPC's for broadcast, is so they are properly lighted by the bounce lighting. My idea is further reinforced by the fact that when they only needed Kleiner's voice, they put him in a box with dev textures.
6:56 H E R N A M E I S L A M A R R
I guess
ok
Please do the next episode on Silent Hill. It's one of my favourite games and it fits with the horror element for the next few episodes
0:41 the barrels rhymed with the music, thats some perfect timing
try alien isolation
If only these games were like real life where everything went somewhere.
*sigh*
The unused hallways and underdeveloped indoor areas are so the level designers don't accidentally make paths/environments which don't make sense
I am pretty sure that if you were to insert some type of physical entity into the miniature background model, that entity will show up in the background/sky box.
Levi Allen that is true it works like that in half life 2 gmod team fortress 2 I’m not sure about the rest of valve games
@@funni_noises it works with all valve games with a 3d skybox
Austism I thought so but wasn’t sure
"Gotta give valve credit for showing a ton of commitment to the half life series" and then they don't make the third one
As a developer none of these boundary breaks really surprise me, I know all the tricks, but sometimes I do see one little thing that even I didn't know. I like watching these just on the off-chance I see one of those things.
15:05 Wait, that logo! The 2 on the end is actually a 3! Half Life 3 confirmed!
10:18 its cause that guy was an easter egg for david blaine
The Gmod players would already know about if the zombie face is always there because there's even a playermodel that allows the player to look like a headcrab zombie. Cool enough, you can even toggle a body group that gives you a headcrab on your head. You can even toggle it on an actual zombie and all it looks like is a guy covered in blood walking around like a drunk, internal organs visible, looking up, eyes closed with a frightened expression on his face while making weird sounds. A player zombie looks just like that but they look like a person who looks like they just played so much half life they turned into a zombie.
"What valve did for their skybox is highly unusual:" *explains how all skyboxes work*
I think the floor tiles at 7:49 are standard developer tiles for placeholders.
I've seen them in some developer maps.
They are.
Thought so.
2:14
"Developers at Valve are hardly ones to ever waste something"
haha
"At least in this particular game"
HAHA
11:24 My guess is the reason that room had textures was so that the light would bounce around the way they wanted to. In Source, the color of a texture actually has some effect on the color of the light that reflects off of it, as well as how reflective that surface is. Replacing those walls with a black texture would probably have some slight influence on the lighting in the scene even with the same light entity there.
The picture of Alyx on the monitor isn't the one in the room. The NPC in the room is for the voice and the monitor Alyx is just an image.
"This is where I get off..." BOOM kickass music!
9:04
The gray gordon
Is actually the gold source half life 1 gordon.
But with a gray texture.
You can tell.
Because it's polygonal.
Great video, even i learned some new issues and i have mapped for 14 years or so with Hammer/HL2, lol.
KNow how much time and effort it takes to put these video's together, so, great job~!
This shows people how games are/can be made, which is great because a lot of gamers have no clue.
Leon
Just found you. Glad I did, I like your work.
thanks man!