The black boxes are called "BooB" (boxes out of bounds) in speedruning. They clip into them to skip levels. The game basicaly warps you into them when a change of map is preformed.
Btw in the part where chell and Wheatley break out, there's a limitation in Source that the fancy raytraced lighting can't change. So, since they needed the lights to turn off, they just warp you to a copy of the chamber without those lights. It's pretty cool what they could pull off with fake ray tracing by doing tricks like this.
GLaDOS is actually represented by a hidden weighted storage cube to deliver all her voicelines whenever she isnt physically present herself, which is what you were seeing
@@Puppy_Puppington No I do not, I don't like computer-generated noise being blared into my ears as I'm trying to sleep, I'd like to stay in silence instead. Look at this way: I'd rather have a 100% chance to fall sleep at some point rather than a 80% chance to maybe kind of sort of fall asleep eventually because of the noises that's supposed to help me sleep... does that even make sense? idk, point is: my ears want silence, can't sleep with noise
If I recall correctly, most skyboxes in valve maps are rendered by essentially sticking a 3D camera into a scaled down area to simulate a skybox. The camera is realtime moves with the player to give the illusion of a larger world.
You're correct - that's how the source engine works. :) Baaaaack when Halflife2 Deathmatch was still popular there was one map that, amongst other things, had the architecture for the skybox on the floor on the map - so every once in a while there would be HUUUUUUUUUUGE players on the horizont. :)
@QuizClam iirc and I remember this vividly, Super Mario Sunshine doesn't do this, and instead just has a SUPER oversized sky box that literally takes an HOUR to fall from the top of, discovered by a glitch that warps you to the top by misreading a ledge grab (game thinks you grabbed the top of the sky box so warps you up there.)
Valve's answer is perfect lol, just put the skybox directly into the map file. A resource-cheap and easy method to get dynamic Skyboxes. Worth noting Source 2 doesn't use this technique much anymore - it's natively able to load maps on top of one another, so Skyboxes can literally be a separate map file that's loaded in at the same time as the player space (as seen in CS2).
@@DrPeeper ..which is used to control glados’ global dialogue, since she says something in most chambers.. In fact, in portal 1, a lot of things are cube placeholders. The error found outside in portal 2’s starting map, is likely another placeholder object, for example, the dialogue when waking up.
@@thearcticdivini no valve literally made an a official instance for authoring tools where glados is a cube so the error is something else, imma go check the map decomp real quick. If you go later in the video you can find a cube
@@thearcticdivini ok sorry i checked in hammer it's in fact the error model, or well in fact an a axis helper if you have authoring tools That's why in the video it's first shown as an a error model, and then an a axis helper replaces it
it may have been mentioned already, but a lot of times in valve games where there's a disembodied voiceover, there's a dummy prop somewhere in the map that's actually speaking the lines. in portal 1, theyre usually radios. so i would hazard to guess that at least some of the random out of bounds objects can be explained this way.
1:35 if you listen to developer commentary you know that the room is used as the player is actually inside it and the camera is moved to the main room so that the collision wouldn't be wonky(that's also why the camera does not move down if you crouch in this section)
Fun fact: in half-life 2, during the first Lamarr sequence, if you touch the monitor or pick it up, it makes the breaking sound that plays during the end of the sequence
In portal 2, that "axis helper" is actually just a decal that was cut from the game but left in the map. That is the default representation of a decal within Hammer, the source engine mapping tool. Not sure what the decal would be doing there, but I'd bet it was from beta versions of the first room you spawn in. Thanks for making these longer cuts btw, helps me relax and sleep. You're the man, Shesez!
The extra room that isnt used in the start of portal 2 is used. It where the player actually stands it looks so basic as its suppossed to just be for collission. The camera is in the actual rooms you see.
9:20 It's actually because the lighting is meant to be slightly different in the moments leading up to the escape. It's easier to make two rooms with one lighting change than it is to make one room with four changes
The back drop thing is used fairly often in valve games In l4d2 with the hospital final chapter, if you no clip under the map directly where the helicopter spawns you'll find the city's backdrop model there too
2:49 Thats how the skybox works in every source engine game, they model the scenery in a separate room on the same map and then just project it behind the level, that way they dont have to worry about paralax mapping etc.
Man....everything you do is neat. When I was a kid I was just like you. I wanted to peer beyond the curtains and see how everything worked. What is behind this door? What does this character actually look like? I wonder what happens if I do "insert A and B?" What does it look like when character "XYZ" goes off screen? Although the eyes bit....I mean, I have broken a few camera systems in games before and got to see interesting things but nothing like you. For example- In 3rd person games every so often you can finagle a camera to show you things you're not supposed to see. I also went absolutely nuts with the Game Shark on the Playstation. My favorite was utilizing the debug mode in FFVII to really mess with the game and get back Aries. Also RE2 was really fun to mess around with. We (best friend and I) would give guns to people who weren't supposed to have them. Like giving the Desert Eagle or fully upgraded shotgun to Ada Wong. The shot is so powerful that it throws her backwards a few feet. If you have Ada fire the DE or upgraded shotgun against a door or wall she will meld right through them. It's both hilarious and good fun.
3:00 I actually knew what this was, but only because i remember messing around on Gmod maps with my friends and going out of bounds so my character becomes part of the background. Its a cool effect, because when you do that you get a sense of scale of the actual background room, because your character ends up looking giant.
past few weeks i been falling asleep to videos - inevitably autoplaying into random subjects and content. this is right up my alley. wonder if youtube knows i been falling asleep to it and has been adjusting the algorithm accordingly...
8:39 They had to have something similar to that, because if they didn't seal the room, the BSP tree that they use for a lighting would break 9:19 probably has something to do with the limitations of the aforementioned BSP system 14:29 That is one way to pronounce that name
To hazard a guess at 27:50, maybe the beams were just guidelines in the level editor for regular placements for where to put the pipes, which just so happen to be perfectly centered.
I believe all source engine maps work the same way as you described at the beginning with the skybox. Every Gmod map I've ever played on has the skybox map either below or above the playable map. Something fun you can do is spawn in an item or NPC on the skybox map and now it looks like a giant item or NPC when you fly back to the normal map.
The ERROR tends to be the missing model error, well, model. Though I am more used to seeing those in red, or missing texture, not blue. And it took until the second episode for me to relize this was a compilation.
I kept thinking about tgat water effect inside glados, and i think they probably have it there so it emits some kind of sound. Like, instead of programing an object that makes a sound with the same physics and properties of a effect, they just put that in there
Something that seems to not be known, that recreation of Resonance Cascade Chamber at the start of Half-Life 2 actually has collision, a working ladder, and you can even press the button to start the machine's rotors.
The tiny room for the backdrop is what's called a 3D Skybox. I made a ton of maps for source and I'd make the world as large as I want it to appear and scale the out-of-bounds areas down either 8 or 16 times, I forget which. It kept compile times down and performance good because source engine essentially cuts playable space into partitioned boxes for visibility rendering, so if all that space is "playable" it can just totally destroy performance. HL2, EP1, EP2, TF2, CS:S, etc... they all do it.
Finding the mini backdrop map in garrysmod was so fun i would blow my friends mind by telling him to look and suddenly my player model would appear huge in the background was always a fun trick if ppl didn't know. Cool that they used the same method here
1:40 I think the developer commentary mentions that that is the room used for calculating collissions. The camera is just offset so it matches the room that's supposed to be seen.
Exactly. You can see it in effect when you force the camera into thirdpersonshoulder through the console. Chell will suddenly be in that grey box until she gets warped over and flung into the old relaxation vault.
Bro, did you make five videos and mix different parts of them around or am I losing consciousness for a few seconds and regaining it having an instant memory splash
The first one, the more concerning thing is that the error is BLUE... WTF @ 3:00 omfg, you are so adorable, it's just a skybox! Every map on the Source and Source 2 engine utilize skyboxes!
At Half Life, they doing this because (following text are just my opinion) They doing this for resource saving due to bad performance device, the old thing might because Triggers or other reason or just lazy to remove them or can say valve forgot to remove that
The fake box that’s the shape of the room is where you are as the destruction is pre rendered it’s just the camera in the room à the end you get teleported there
I'm 28 and just played through Half Life and Portal for the first time. Absolutely incredible and I understand the love now. Half Life 2 had a bullshit ending
One day I saw a video by this channel and I thought it was a knockoff of boundary break but then I realized they completely rebranded and I was like, what happened to Shesez?
he didn’t rebrand, hes active on 2 channels, he uses this channel for compilations, he only uses the name (out of bounds content) for the 2nd channel to help with audience retention.
53:38 That would be trademark law, not copyright law, and no, you dont need consent by the brand you are showing in your art in any way, shape or form. In fact, trademark law doesnt even prevent you from using the same name and image for either a completely different type of product or in a different geographical area than the trademark holder operates in, which granted you should be careful about, but showing it in your art is most certainly not an issue whatsoever.
The black boxes are called "BooB" (boxes out of bounds) in speedruning. They clip into them to skip levels. The game basicaly warps you into them when a change of map is preformed.
hahaha boob
BooB (is that intentional? I can't assume that it isn't)
@@skeleton_craftGaming no it was accidental but they couldnt take it back since acronyms are irreversible
They used to be Bounding Out Of The Intended Enclosure ~boxes~ Spheres
@@soylencer smh
Btw in the part where chell and Wheatley break out, there's a limitation in Source that the fancy raytraced lighting can't change. So, since they needed the lights to turn off, they just warp you to a copy of the chamber without those lights. It's pretty cool what they could pull off with fake ray tracing by doing tricks like this.
GLaDOS is actually represented by a hidden weighted storage cube to deliver all her voicelines whenever she isnt physically present herself, which is what you were seeing
I physically cannot fall sleep with background noise, but thank you bounder man
I can 😁
You get used to it overtime. Now I can't sleep with silence 😳
You don’t like white noise? Wtffffff.
@@Puppy_Puppington No I do not, I don't like computer-generated noise being blared into my ears as I'm trying to sleep, I'd like to stay in silence instead. Look at this way: I'd rather have a 100% chance to fall sleep at some point rather than a 80% chance to maybe kind of sort of fall asleep eventually because of the noises that's supposed to help me sleep... does that even make sense? idk, point is: my ears want silence, can't sleep with noise
@@AMentalFailurea funny little thing called tinnitus
If I recall correctly, most skyboxes in valve maps are rendered by essentially sticking a 3D camera into a scaled down area to simulate a skybox.
The camera is realtime moves with the player to give the illusion of a larger world.
I use to make maps on cs:s and had no idea that isn’t part of every video games design. I figured it was standard to keep resources down.
You're correct - that's how the source engine works. :)
Baaaaack when Halflife2 Deathmatch was still popular there was one map that, amongst other things, had the architecture for the skybox on the floor on the map - so every once in a while there would be HUUUUUUUUUUGE players on the horizont. :)
@QuizClam iirc and I remember this vividly, Super Mario Sunshine doesn't do this, and instead just has a SUPER oversized sky box that literally takes an HOUR to fall from the top of, discovered by a glitch that warps you to the top by misreading a ledge grab (game thinks you grabbed the top of the sky box so warps you up there.)
the easier way to notice how skyboxes work in source is going into construct in gmod, and noclip to the top, and you can see the background
Valve's answer is perfect lol, just put the skybox directly into the map file. A resource-cheap and easy method to get dynamic Skyboxes.
Worth noting Source 2 doesn't use this technique much anymore - it's natively able to load maps on top of one another, so Skyboxes can literally be a separate map file that's loaded in at the same time as the player space (as seen in CS2).
The error is likely a placeholder model for an NPC responsible for the global dialogue, there is one of these in portal 1 as well as a cube.
No not really, it's likely that the cube is because the default instance for glados is a cube
@@DrPeeper ..which is used to control glados’ global dialogue, since she says something in most chambers..
In fact, in portal 1, a lot of things are cube placeholders. The error found outside in portal 2’s starting map, is likely another placeholder object, for example, the dialogue when waking up.
@@thearcticdivini no valve literally made an a official instance for authoring tools where glados is a cube
@@thearcticdivini no valve literally made an a official instance for authoring tools where glados is a cube so the error is something else, imma go check the map decomp real quick. If you go later in the video you can find a cube
@@thearcticdivini ok sorry i checked in hammer it's in fact the error model, or well in fact an a axis helper if you have authoring tools
That's why in the video it's first shown as an a error model, and then an a axis helper replaces it
I did indeed fall asleep to it. 10/10
i will try it out
it may have been mentioned already, but a lot of times in valve games where there's a disembodied voiceover, there's a dummy prop somewhere in the map that's actually speaking the lines. in portal 1, theyre usually radios. so i would hazard to guess that at least some of the random out of bounds objects can be explained this way.
1:35 if you listen to developer commentary you know that the room is used as the player is actually inside it and the camera is moved to the main room so that the collision wouldn't be wonky(that's also why the camera does not move down if you crouch in this section)
Dad! I'm in space!
*I'm proud of you, son.*
Dad, are you space?
*Yes. Now we are a family again.*
Fun fact: in half-life 2, during the first Lamarr sequence, if you touch the monitor or pick it up, it makes the breaking sound that plays during the end of the sequence
24:10 When I opened the training course in a map viewer and unhid the triggers, they also used that texture. I reckon it's a placeholder.
You know your audience very well! I will fall asleep to this.
In portal 2, that "axis helper" is actually just a decal that was cut from the game but left in the map.
That is the default representation of a decal within Hammer, the source engine mapping tool.
Not sure what the decal would be doing there, but I'd bet it was from beta versions of the first room you spawn in.
Thanks for making these longer cuts btw, helps me relax and sleep. You're the man, Shesez!
i think its actually a prop_dynamic set with the thick axis model.. if it was a decal you wouldnt see the "axis helper" there
Best out of bounds channel by far, so interesting to find all the hidden things just outside the walls of our favorite games!
@lorcanseward It's the same person with another channel, therefore not stolen.
@@Klikageda They never said it was stolen.
The extra room that isnt used in the start of portal 2 is used. It where the player actually stands it looks so basic as its suppossed to just be for collission. The camera is in the actual rooms you see.
9:20 It's actually because the lighting is meant to be slightly different in the moments leading up to the escape. It's easier to make two rooms with one lighting change than it is to make one room with four changes
To fall asleep to? This is what keeps me awake at night.
I absolutely love the idea of sleep videos, thank you for this!
The black boxed version of the room in the intro can actually be seen by going into third person during the intro for some reason
Please continue to use this channel for longer format videos I love to put these on while I sleep doing a great job keep it up !
The back drop thing is used fairly often in valve games
In l4d2 with the hospital final chapter, if you no clip under the map directly where the helicopter spawns you'll find the city's backdrop model there too
1:10:43
Time the fuck out, you mean to tell me tiny desk engineer is CANNON?!
this is the nichest yet most needed video ive ever seen
the cube in portal thats out of bounds is for some reason an essential part to play the GLaDOS voicelines.
It’s pretty cool that you’re uploading these! I always appreciate your work, Shesez!
2:49 Thats how the skybox works in every source engine game, they model the scenery in a separate room on the same map and then just project it behind the level, that way they dont have to worry about paralax mapping etc.
Every time you show off the skybox I smile. I love the Valve Skybox tech, it allows them to make their games seem so much more huge.
1:01:33
That Area is from the map TC_hydro. A select portion of the map.
I’ve been falling asleep to your videos for years 😂 not because they’re boring but because I generally enjoy your videos
Man....everything you do is neat. When I was a kid I was just like you. I wanted to peer beyond the curtains and see how everything worked. What is behind this door? What does this character actually look like? I wonder what happens if I do "insert A and B?" What does it look like when character "XYZ" goes off screen? Although the eyes bit....I mean, I have broken a few camera systems in games before and got to see interesting things but nothing like you.
For example- In 3rd person games every so often you can finagle a camera to show you things you're not supposed to see. I also went absolutely nuts with the Game Shark on the Playstation. My favorite was utilizing the debug mode in FFVII to really mess with the game and get back Aries. Also RE2 was really fun to mess around with. We (best friend and I) would give guns to people who weren't supposed to have them. Like giving the Desert Eagle or fully upgraded shotgun to Ada Wong. The shot is so powerful that it throws her backwards a few feet. If you have Ada fire the DE or upgraded shotgun against a door or wall she will meld right through them. It's both hilarious and good fun.
3:00 I actually knew what this was, but only because i remember messing around on Gmod maps with my friends and going out of bounds so my character becomes part of the background. Its a cool effect, because when you do that you get a sense of scale of the actual background room, because your character ends up looking giant.
past few weeks i been falling asleep to videos - inevitably autoplaying into random subjects and content. this is right up my alley. wonder if youtube knows i been falling asleep to it and has been adjusting the algorithm accordingly...
8:39 They had to have something similar to that, because if they didn't seal the room, the BSP tree that they use for a lighting would break
9:19 probably has something to do with the limitations of the aforementioned BSP system
14:29 That is one way to pronounce that name
To hazard a guess at 27:50, maybe the beams were just guidelines in the level editor for regular placements for where to put the pipes, which just so happen to be perfectly centered.
I believe all source engine maps work the same way as you described at the beginning with the skybox. Every Gmod map I've ever played on has the skybox map either below or above the playable map. Something fun you can do is spawn in an item or NPC on the skybox map and now it looks like a giant item or NPC when you fly back to the normal map.
51:09 I like looking at Chell's eyes through portals bc she has nystagmus like me. It's not only in 3rd person. Chell just has funny eyes.
The ERROR tends to be the missing model error, well, model. Though I am more used to seeing those in red, or missing texture, not blue.
And it took until the second episode for me to relize this was a compilation.
Might be a script
Portal just has a blue version of the errror model cause portal is cool like that
In P2 it’s that color blue.
portal has specific blue error models for some rason lol
Remember kids, just turning the ERROR sign blue doesnt mean you're quirky or that you have a personality.
53:05 This is a prop from HL2 that is used in Kleiner's Lab
The weighted cubes out of bounds are actually glados, those play her voicelines
I kept thinking about tgat water effect inside glados, and i think they probably have it there so it emits some kind of sound. Like, instead of programing an object that makes a sound with the same physics and properties of a effect, they just put that in there
Something that seems to not be known, that recreation of Resonance Cascade Chamber at the start of Half-Life 2 actually has collision, a working ladder, and you can even press the button to start the machine's rotors.
Technacly the map for "meet the engineer" is a edited version of hydro
This video was made for me (I don’t sleep, #1 valve fan)
27:58 to my gues, those red beams seems to be helpers for the developets to align the pillars
The wonderful thing about triggers....Is triggers are wonderful things.
The props they spawn are amazing!
Incredible traps they can spring!
@@albishieputting on my nerd glasses for this one, but triggers don't spawn props, triggers trigger an entity that spawns a prop. Triggers trigger.
The tiny room for the backdrop is what's called a 3D Skybox. I made a ton of maps for source and I'd make the world as large as I want it to appear and scale the out-of-bounds areas down either 8 or 16 times, I forget which. It kept compile times down and performance good because source engine essentially cuts playable space into partitioned boxes for visibility rendering, so if all that space is "playable" it can just totally destroy performance. HL2, EP1, EP2, TF2, CS:S, etc... they all do it.
Finding the mini backdrop map in garrysmod was so fun i would blow my friends mind by telling him to look and suddenly my player model would appear huge in the background was always a fun trick if ppl didn't know. Cool that they used the same method here
Holy crap, this worked. I've never fallen asleep to a TH-cam video before and this worked. Thanks for the boring voice!
The error in the portal chambers is actually the voice of glados
Brotha. I was just looking for a video to sleep to lmao
and i spend hours trying to find a video to fall asleep to, i thank you
I'm such an doof I've never though about what P-Body stood for so obvious its Portal LOL
1:40 I think the developer commentary mentions that that is the room used for calculating collissions. The camera is just offset so it matches the room that's supposed to be seen.
Exactly. You can see it in effect when you force the camera into thirdpersonshoulder through the console. Chell will suddenly be in that grey box until she gets warped over and flung into the old relaxation vault.
I didn't even last 5 minutes before knocking out
This guy knows his audience ( I'm about to fall asleep to this)
I thought someone was ripping off shesez until I read the notes on this video, I've seen all these but ill still support shesez! :)
I fully had nightmares falling asleep to this like full blown night mares
Bro, did you make five videos and mix different parts of them around or am I losing consciousness for a few seconds and regaining it having an instant memory splash
9:18 because it has to be suprising and otherwise it would be expect, that white box wasent in the other one
This video made me realize how much I actually do know about how Source games work
The cube out of bounds actually holds the code for gladOS’ voice lines if I remember correctly
1:10:48 "with working weapons!" it looks like.
"With working" for sure. I'm only pretty sure about the weapons part. It's context clues.
The stanley parable would be cool also
The first one, the more concerning thing is that the error is BLUE... WTF
@ 3:00 omfg, you are so adorable, it's just a skybox! Every map on the Source and Source 2 engine utilize skyboxes!
Hard video man you earned a subscriber
Wow, typing while on the toilet. Half Life was ahead of it's time.
You had no way to freeze gameplay at 1:11:51? Use cheat engine and adjust the speed of the process to very low percent.
No external programs are needed. The console commands "host_timescale" or "pause" (with the interface hidden) do the job.
keep making these "fall asleep to" and I promise you got a loyal viewer 😂
Who doesn’t love out of bounds easter eggs!
Worked 10/10, was high and fell very asleep
Almost every single map in valve games has a small room that is the skybox
Video to fall asleep to = ❌
Video to wash dishes to = ✅
That error there is the body of the Voice that wakes you up
The ERROR model can actually be fixed, It's a model from Portal 2 Authoring Tools
At Half Life, they doing this because (following text are just my opinion) They doing this for resource saving due to bad performance device, the old thing might because Triggers or other reason or just lazy to remove them or can say valve forgot to remove that
The fake box that’s the shape of the room is where you are as the destruction is pre rendered it’s just the camera in the room à the end you get teleported there
the meet the engineer video is actually set in the map Hydro
Litteraly scrolling looking for a video to fall asleep too lol
Actually fell asleep to this, would recommend
2:50 youtuber discovers 3d skyboxes:
the title is so goated
This brings back memories
The cube out of the bounds actually has function its meant to be "GLaDoS" and for the voice lines of "GLaDoS" to work Your welcome
The errors are actuallly a prop from the hammer editor witch is for glados
PLEASE do alien swarm!! (great video btw!!)
47:52 I *still* have no clue how the radio is *alive* and can bleed when shot.
Nvm now I know
Fun fact: ALL valve games have skyboxes in them
Lol i respect the hustle for 100% view retention by sleeping 😅
I'm 28 and just played through Half Life and Portal for the first time. Absolutely incredible and I understand the love now. Half Life 2 had a bullshit ending
Its actually pretty funny how the title is to fall asleep to because i usually watch valve game videos to go to sleep. Haha
Didn’t even know shezez had a second channel huh
One day I saw a video by this channel and I thought it was a knockoff of boundary break but then I realized they completely rebranded and I was like, what happened to Shesez?
also did anyone notice that Wheatly kinda sounds like Gordon Ramsay?
he didn’t rebrand, hes active on 2 channels, he uses this channel for compilations, he only uses the name (out of bounds content) for the 2nd channel to help with audience retention.
also, yeah wheatley does sound like gordon ramsay.
@@FriendlyNeighbourhoodCommenter oh
Im about to go to sleep. Thank you very much
I'm not quite sure how I got here but I'm 1:08:17 in and I just woke up.
53:38 That would be trademark law, not copyright law, and no, you dont need consent by the brand you are showing in your art in any way, shape or form.
In fact, trademark law doesnt even prevent you from using the same name and image for either a completely different type of product or in a different geographical area than the trademark holder operates in, which granted you should be careful about, but showing it in your art is most certainly not an issue whatsoever.
WAS THAT A HALF A PRESS REFERENCE?!?!?
How did he know what I was looking for
Sigma gigachad content
It would be cool to see some silent hill games