Everything Wrong with TF2's Dustbowl

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  • Опубликовано: 27 янв 2025

Комментарии •

  • @dragonfluf
    @dragonfluf Год назад +6806

    You forgot the mention the insufficient amount of dust and the complete absence of bowls.

    • @LEDs
      @LEDs  Год назад +1895

      Like how Badwater doesn’t have any water

    • @YorhaEnthusiast
      @YorhaEnthusiast Год назад +68

      So true

    • @dankali735
      @dankali735 Год назад +316

      Maybe the real bowls were the friends me made along the way

    • @propangasschnuffle
      @propangasschnuffle Год назад +286

      @@LEDs it's not called goodwater is it?

    • @NTMonsty
      @NTMonsty Год назад +135

      @@LEDs Badwater Basin is based off of and named after the lowest point of Death Valley, so I think it does become filled with water when it rains.
      I don't think it rains there often, though.
      And Dustbowl was named after a series of dust storms that occurred during the beginning of the Great Depression, so it could be a location that was affected by those storms.

  • @Cob-Kay
    @Cob-Kay Год назад +2314

    Going the extra mile to show examples on how you could fix each problem is very commendable

    • @LEDs
      @LEDs  Год назад +309

      It's only fair to offer solutions when bringing up a bunch of problems

    • @MinosPrimeOfficial
      @MinosPrimeOfficial Год назад +45

      @@LEDsyou could be the second developer

    • @blockwearingman
      @blockwearingman 8 месяцев назад +4

      @@LEDs🐐

    • @nataliaborys1554
      @nataliaborys1554 4 месяца назад +4

      ​@@MinosPrimeOfficial They'd let the potted plant take a break.

  • @lootrat4556
    @lootrat4556 Год назад +2873

    Playing dust bowl with the item servers down actually felt pretty balanced and fun when playing on either side which I found kinda funny

    • @starmaker75
      @starmaker75 Год назад +509

      Again dust bowl comes from a era of TF2 where little to no unlocks

    • @Vaniity_Velvet
      @Vaniity_Velvet Год назад +74

      Hey bud, are the item servers still Down? I've not played TF2 since August of last year, but if the item servers are still down I may give it a shot. I really do want to play stock only. Phlog and Vaccinators killed my patience.

    • @flintycave5634
      @flintycave5634 Год назад +126

      @@Vaniity_Velvet
      their back up again
      i started playing tf2 while the item servers where down, and it felt like a pretty nice introduction to the game

    • @Contentdeleted99998
      @Contentdeleted99998 Год назад +51

      Dustbowl is from an era where tf2 wasnt a thing, of course it would work better with default loadouts.

    • @Vaniity_Velvet
      @Vaniity_Velvet Год назад +16

      @@flintycave5634 Fucking hell. If I was Valve I would have left it down for a while and let players know it's on purpose and they will be back up later.

  • @quentonsmith4174
    @quentonsmith4174 Год назад +770

    The stairs in the rock were for the ‘Meet the Heavy’ SFM
    It helped the Heavy walk up the rock smoothly.

    • @darylchua2168
      @darylchua2168 7 месяцев назад +69

      That's hilarious

    • @FivePebbles-e8s
      @FivePebbles-e8s 5 месяцев назад +24

      That’s actually pretty cool

    • @d4n737
      @d4n737 4 месяца назад +41

      Valve problem solving be like
      "I couldn't fit the new couch through the doorway, so I cut a couch-sized hole so that it fits and then had it fixed when the couch was inside, but due to time constraints I simply filled the hold with plaster and covered it up with wallpaper.... At least the end result is reached!"

  • @Rex-sy8ye
    @Rex-sy8ye Год назад +850

    The grass line is due to UV wrapping and mipmap quality, when a texture lowers mips it usually ends up touching the edges of the texture and then the very top shows the bottom slightly because of interpolation (unsure if TF2 uses bilinear but thats the most common interpolation method I know of which does it)
    In english; Its tiling the texture when you dont want it to and the quality level bleeds over the edge.

    • @GeneraliskYT
      @GeneraliskYT Год назад +49

      I was about to explain that myself but you beat me to it, thanks!

    • @LEDs
      @LEDs  Год назад +147

      Thank you 🙏

    • @Aarmastah
      @Aarmastah Год назад +63

      The issue can be completely resolved by ticking the box "Clamp T" in VTFEdit

    • @ThatNerdGuy0
      @ThatNerdGuy0 Год назад +5

      I was thinking it could be some sort of texture wrapping, but I didn’t think about the mipmaps (I got no clue what those even are)

    • @masonbarber871
      @masonbarber871 Год назад +9

      ​@@ThatNerdGuy0As far as i know, mipmaps in games are prerendered lower resolution versions of textures. This is used so that far away textures look like the average of colors in a part of the texture, instead of highlights/shadows/details aligning with a pixel and making the whole pixel a different color than it shpuld be. They are precalculated with a nice blur/averaging effect that would be too costly to recalculate every frame.

  • @stormmalm7049
    @stormmalm7049 Год назад +154

    you're ruining my immersion pixel by pixel

    • @shutp_1675
      @shutp_1675 Месяц назад +5

      This really dusts my bowel

    • @Kallichore09
      @Kallichore09 Месяц назад +2

      This really gravels my pit.

  • @zer0her048
    @zer0her048 Год назад +727

    If Valve just had 2 or 3 people like you, TF2 could live forever. The amount of things they neglected in this game is astonishing.

    • @fojisan2398
      @fojisan2398 Год назад +25

      Like the item server, lol

    • @gabbsxoxo
      @gabbsxoxo Год назад +7

      @@fojisan2398 oof

    • @LEDs
      @LEDs  Год назад +203

      I'm not a great mapper by any means, but I agree that as long as there's somebody who shows passion and dedication, they can help the game out a lot.

    • @oblivion_2852
      @oblivion_2852 Год назад +21

      @LEDs you and Shounic are great for technical tf2 content

    • @joe____
      @joe____ Год назад +2

      ​@@LEDsYou sure fooled me, you seem to know your stuff

  • @RandomJD
    @RandomJD Год назад +79

    Played Dust Bowl for like 10 years. AND NOW! I realized those little things I used to call strange tf2 magic was just the map having issues.
    MY GOD, thanks for the enlightenment

  • @latortugacocainomana5533
    @latortugacocainomana5533 Год назад +150

    The janitor an a guy who tought that this was a fast food job watching how to fix dustbolw:

    • @LEDs
      @LEDs  Год назад +35

      watching this video while eating lunch after mopping the floors

    • @klinxium8627
      @klinxium8627 8 месяцев назад +14

      @@LEDsmopping the keyboards and accidentally typing “update sized update”

  • @YorhaEnthusiast
    @YorhaEnthusiast Год назад +519

    Valve should just hire this guy

    • @Nuniixo
      @Nuniixo Год назад +100

      Just to indirectly force him to work on valves newest vr project nobody cares about

    • @chxrripop
      @chxrripop Год назад +5

      tsk tsk tsk

    • @biggreen1456
      @biggreen1456 Год назад +25

      @@Nuniixothat’s not how Valve works, they let the employees choose what to work on, their problem is everyone they hire want to work on these VR things

    • @TwistedFireX
      @TwistedFireX Год назад +11

      @@biggreen1456 Not quite

    • @StationaryGamingReal
      @StationaryGamingReal Год назад +58

      ​@@biggreen1456 You become a social outcast in Valve working on TF2.
      It's just not cool to do it.

  • @pablox2143
    @pablox2143 Год назад +863

    Its beggining to look a lot like dustbowl

  • @brokendoop
    @brokendoop Год назад +226

    I wonder if the Block Bullets brushes at 15:13 were supposed to be used as a staircase to make walking up the rock easier but they used the wrong texture.💀

    • @DumbArse
      @DumbArse Год назад +30

      Oh my god......
      This is a map from 2007, how come nobody every bothered to fix these?

    • @flytrapYTP
      @flytrapYTP Год назад +57

      ​@@DumbArsethat's precisely why.
      It's from 2007.

    • @gangswagster
      @gangswagster Год назад +55

      Isn't this the rock the heavy walks onto in Meet the Heavy? .. yeah

  • @Gahanun
    @Gahanun Год назад +228

    I think a few of the unlit out of bounds areas are deliberate. They include the lamp for decoration, but they use lighting to guide the player away from there. When you light them up, they seem like a place where you could go to.

    • @LEDs
      @LEDs  Год назад +95

      Then they can be dimly lit. Source doesn't handle dark areas well, so even a tiny amount of light would make it look better without being distracting.

  • @DemsW
    @DemsW Год назад +365

    That is a really cool video, and I imagine it can be quite fun going problem hunting and finding solutions.

    • @LEDs
      @LEDs  Год назад +80

      Most of these problems were accumulated on a list I made over the course of many months. I saw it the other day and thought, “you know, I think it’s finally time I did something with this.”

    • @vintagememelord8168
      @vintagememelord8168 Год назад +1

      This is video is the opposite of the 'Everything great about BadWater' except you tired to improve DustBowl but Casual TF2 didn't talk about how to make the map bad@@LEDs

  • @Bookslayer10
    @Bookslayer10 Год назад +60

    The fact that people still care enough about this game and engine to learn all this incredibly niche stuff, and apply it for free, is something really special.

    • @leonardo9259
      @leonardo9259 9 месяцев назад

      It means this game has been abandoned for 6 years, stop the cope

    • @Bookslayer10
      @Bookslayer10 9 месяцев назад +1

      @leonardo9259 I'm saying the community is really special and dedicated. Valve certainly got something right when they made TF2, but they certainly haven't been as dedicated.

    • @HOTD108_
      @HOTD108_ Месяц назад +1

      ​@@leonardo9259 It literally gets brand new Halloween and Christmas maps every single year. Not to mention the annual Summer update which still happens. Stop spreading disinformation.

  • @AParticularlyPointySoldier
    @AParticularlyPointySoldier Год назад +36

    Hiding stickies on the dustbowl starting wall is crazy. Never knew.

  • @unluckyrat3961
    @unluckyrat3961 Год назад +19

    Are you okay honey? You've been quiet.
    My brain:

  • @KPeraOfficial
    @KPeraOfficial Год назад +11

    when i saw a musical parody about dustbowl, i open tf2 just to play this map and on the second/third round my team built a spawn camp on the blu team.
    i still love this map

  • @rmod8
    @rmod8 Год назад +48

    6:34 This issue is because textures get truncated, which make them repeat when the polygon used is bigger than the UV cords, and the polygon which represents this decal is a bit too big, so it starts to repeat the bottom section at the top. To fix this, enable the Clamp All flag in the VTF file to make it so the texture never gets truncated, and therefore, extends the last pixels around the edges forever. This could also be used to fix the spawn red icon, and i use in in my minecraft gmod maps for transparent effects like fire.

  • @djelibaebi
    @djelibaebi Год назад +26

    ive never done map editing work but the tiny fixes you're doing remind me of some of my favourite parts of 3d modelling with all the little problem/puzzle solving

  • @SirYodaJedi
    @SirYodaJedi Год назад +48

    6:16 - You can the Clamp T flag in the VTF to clamp the vertical UV coordinates, avoiding the wrapping. (this should probably be done as a new VTF and VMT to avoid breaking a potential weird existing edge case where it's actually necessary to wrap the texture vertically)
    10:52 - Ignoring surface normals when lighting static props results in pretty bad lighting; it's best reserved for stuff like foliage. Really, it wouldn't be too difficult to fix the model itself (although it would certainly take a little longer).
    15:09 - VBSP has a CSG process; among other things, it decides which part of any coplanar faces should be kept, as long as it's the same bmodel. Worldspawn will automatically take priority over func_detail in such situations.

  • @coffeenair
    @coffeenair Год назад +60

    You should submit these fixes on the workshop, love your vids dude!

    • @LEDs
      @LEDs  Год назад +22

      Appreciate it!

  • @jordanalmady2145
    @jordanalmady2145 Год назад +14

    I work with 3D models daily so seeing all the fixes u have for this and how many valve missed is very fascinating

  • @fantastikboom1094
    @fantastikboom1094 Год назад +9

    I love how you fixed the map, hope to see more.
    6:48 That happens because textures are blurred to avoid being pixely. But textures also tile. Stack 2 tiles of same texture on each other and blur them to understand it more.

  • @morphious86.
    @morphious86. Год назад +37

    i love to see these sort of analysis videos!!! keep it up!

    • @LEDs
      @LEDs  Год назад +7

      🤙

    • @singleNim
      @singleNim 9 месяцев назад +1

      @@LEDs How about Borneo next? The gap between the wall and floor next to the third point is utterly egregious, it bothers me every time I play that map. Or Goldrush, so many little spots up on the walls where you can stand and shoot down from.

  • @paulmann8570
    @paulmann8570 Год назад +9

    God, this takes me back to when there were six maps.
    I miss Hydro being popular.

  • @pchris
    @pchris Год назад +17

    I’m a amateur game dev and 3D modeler and I know why you get that line on the grass overlay.
    First, let me explain some basics:
    The overlay seems to be made of 3D polygons that are just flattened onto the surface.
    These polygons will have UV coordinates that specify what part of a texture is drawn on them.
    UV coordinates are stored as two numbers that represent an X and a Y position on its texture. These numbers are values between 0 and 1 with (0, 0) usually representing the top left of the texture and (1, 1) representing the bottom right.
    These values can be negative or greater than 1 though. When they are the texture typically repeats. So if you have a surface where the top left UVs are set to (0, 0) and the bottom right are set to (2, 2) then the texture will repeat once on each axis with 4 copies of it visible total.
    Texture filtering is where a low resolution texture is sort of blurred or anti-aliased to make it look less block. Each pixel draws color data from neighboring pixels and creates a smooth transition between them.
    And now the problem:
    That overlay could have incorrect UVs but what I think is more likely is that it has texture filtering on and isn’t clamping it to the UV bounds.
    This means the pixels along the top edge are trying to anti-alias themselves by smoothing out the transition between them and their neighboring pixels including the pixels above them. There are no pixels above them since they’re at the top of the UV map but UVs wrap around so they’re smoothing themselves with the pixels on the bottom of the texture.
    You can fix this by either moving the texture up one pixel in photoshop, disabling texture wrapping/changing the repeat mode to clamp, or disabling texture filtering.
    Let me know if I need to explain anything better.

    • @LEDs
      @LEDs  Год назад +8

      Got it, thanks

    • @Pragmer
      @Pragmer 5 месяцев назад +2

      I love really in depth explanations like this.

  • @bshap495
    @bshap495 Год назад +9

    15:06 I think what's happening is that when Hammer compiles the geometry, brush faces are chopped if they don't touch visleaves. So maybe when you have two z-fighting surfaces, only one is considered to touching a visleaf, so the other is chopped.
    In cases where there's still z-fighting, it may be because one brush is a func_detail, and the other is a world brush. Both brushes that are touching need to be the same thing in order for chopping to occur.

    • @LEDs
      @LEDs  Год назад

      Thanks for clearing that up

  • @LerilayRelyable
    @LerilayRelyable Год назад +5

    Guys, am I seeing things? In the middle of the video the map he's talking about began to look a lot like dustbowl. Sentries everywhere

    • @LEDs
      @LEDs  Год назад +1

      you should get help, I recommend drinking the water on 2fort, that should fix you up 👍

  • @crispx19
    @crispx19 Год назад +2

    Huh, this video was far better than i thought, going into a map and fixing those issues is like doing a old thing restoration, very satisfying.

  • @OrangeHarrisonRB3
    @OrangeHarrisonRB3 Год назад +6

    I never knew about the demoman being able to hide invisible stickies behind the Occluder brush on 3-1. I feel like thats something I would have seen everyone doing back in the day, and learned it just by observing, like the asshole sniper spot in koth_sawmill

  • @Xesh
    @Xesh Год назад +7

    I love this because it's also a tutorial for how to fix things in other maps! This is awesome dude

    • @LEDs
      @LEDs  Год назад +1

      🙏

  • @untodesu
    @untodesu Месяц назад +3

    11:37 the sun is leaking

    • @Jerwas170
      @Jerwas170 Месяц назад +2

      You beat me to it

  • @Stefano--
    @Stefano-- Год назад +1

    Wow, this makes me appreciate the source engine more.
    I always thought those were just engine bugs, but actually you can fix most of them if you take an extra care.
    Thank you, great work.

  • @000marioshi000
    @000marioshi000 11 месяцев назад +3

    Imagine your game being around so long that one of the small overlooked issues from back then can now be fixed with _AI_
    Amazing vid, very interesting! I really wonder if, should the map be "fully" fixed, players would complain about the removal of clip brush gaps allowing them to stand in funny spots...

    • @LEDs
      @LEDs  11 месяцев назад +2

      That's a good observation. "Fixing" the map would require some parts to be significantly altered, which could be perceived negatively. At the same time, though, some of the problems exist because of how the map was constructed, and cannot be fixed without changing the way it looks.

  • @gonzalolog
    @gonzalolog Год назад +2

    6:44 you have to use in your texture flags clamp v in order for it to not repeat vertically, it's one of those 3d engine shenanigans

  • @EpicParsnips
    @EpicParsnips Год назад +3

    We need this man working for Valve

  • @UndeadAlex
    @UndeadAlex Год назад +4

    8:23 using the map leak, the model for the lower and upper door are 002 but in the model viewer you look at 001. for me 002 is still distorted in the model viewer, ingame and when ripped. but 001 and 003 are both fine, the reason why they dont use 001 is because its bigger incase anyone was wondering,
    Edit: the issue with the door_grate002_bottom model, is a uv issue where the UV's coords for the corner isnt stretched out as far so it causes that strange distortion

  • @Wadethewallaby2001
    @Wadethewallaby2001 Год назад +2

    8:18 the reason why they’re different is because different textures are on different games.

  • @toastietart
    @toastietart Год назад +11

    i love how he points out some of the things that youd never find, even after years of playing
    keep up the good work!

    • @LEDs
      @LEDs  Год назад +1

      ❤️

  • @OffTheRailsUK
    @OffTheRailsUK 8 месяцев назад +2

    "Cracks in the walls"
    Oh dear, it's Doctor Who series 5 all over again

  • @TheShadyShepardShow
    @TheShadyShepardShow 11 месяцев назад +3

    Itd be cool if you put this on the workshop so people could run community servers with the new and improved dustbowl

  • @axmoylotl
    @axmoylotl Год назад +1

    13:05, I don't think there SHOULD be light here, I imagine it's darker so it doesn't mess with player visibility, and also to make it clear it's just part of the background, not a real room. I think that it should be left dark, and just remove the light fixture and maybe windows

  • @DrPeeper
    @DrPeeper Год назад +6

    The problem with the grass overlay is that it's a combination of textures looping around edges and textures filtering. The game thinks that the bottom of the texture is adjacent to the upper part and filters the bottom to here, it's solved when you move it up because the game doesn't think that the upper pixels are adjacent to the bottom colored pixels and doesn't filter them as such
    Edit: to fix this issue press one of the "Clamp" checks in the vtf parameters(i forgot which one)

  • @Oscar97o
    @Oscar97o Год назад +1

    5:10 I haven't done much 3D modeling but that topology is horrifying.

    • @LEDs
      @LEDs  Год назад +2

      The problem with these displacements is that their sizes don't match, so the "vertices" don't align with the neighboring ones from the other displacements. It's generally a better idea to make the displacements at the very beginning, or the very end, that way you can make sure everything lines up to accommodate whatever you build on top of them.

  • @Vaniity_Velvet
    @Vaniity_Velvet Год назад +10

    You know, I wonder... What if the minecarts moved? Like, one of Dustbowls biggest problems is it's a giant sightline with little cover. What if Blue (Or Red, I suppose. But, there aint much of a point behind it) could push the minecarts towards the points with the carts acting as mobile cover for them? Similar to how players sometimes treat the payload carts.

    • @c0nk2879
      @c0nk2879 Год назад +8

      That could actually be a really fun gameplay dynamic, though I feel like the only way we'd get something that new is either with new maps or with Team Fortress 3 - Source 2: Electric Boogaloo

    • @aur.31
      @aur.31 Год назад

      ​@@c0nk2879 True, I'd love to see it

    • @aur.31
      @aur.31 Год назад

      @@c0nk2879 True, I'd love to see it

  • @gameworkerty
    @gameworkerty 6 месяцев назад +1

    the line along the grass texture thing is just because of how UVs are calculated, when things are close together on a UV map or loop like that then a floating point error or rounding error can shift them slightly and create artifacts like that.

  • @Redbr34
    @Redbr34 Год назад +3

    6:17 you can just disable the texture lock, and scale the overlay down so it hides the line without actually stretching the texture

    • @LEDs
      @LEDs  Год назад +1

      I tried, it didn't work

  • @hughjanes4883
    @hughjanes4883 Год назад +1

    At 6:50 im 99.98736% sure its caused by texture filtering/mipmapping. They way games blur textures so they dont look pixelated has a few issues, mainly when the texture wraps the top of the texture blurs with the other side to smooth it out. it works fine for tiling tectures but the grass in question has a transparent border at the top that blurs with the opaque grass. This could be fixed by moving the grass texture 1 pixel up.
    Im almost certain its that but it very well could be stupid sauce engine jank

  • @dgkway
    @dgkway 6 месяцев назад

    I know this isn't exactly relevant, but id really like to appreciate how nice having the walls of tf2 clipbrushed to eliminate a lot of the sharp edges and round them out, it really makes it so you dont really loose a lot of momemntum if you bump into things, which may seem like a no brainer, but it really isn't appreciated until you play a game that does a poor job at this, ie destiny 2 or COD.
    The amount of times you can get stuck on geometry in those games unintentionally and killed is insane compared to tf2, and I realised is what makes the movement feel so free to me, and not frustrating to traverse like the latter.

  • @penguinimptheinsane774
    @penguinimptheinsane774 Год назад +5

    I would gladly be bored by anything extra you'd have to talk about, this video was so fascinating and I loved learning about the little intricacies you've found. Any chance you'd consider breaking down more maps like this?

    • @LEDs
      @LEDs  Год назад +1

      I'm happy you found this video interesting! I made it after building up a list of a bunch of problems I found over the last couple of years when working on stuff in the map. Unfortunately, there probably won't be a sequel featuring other maps, at least not anywhere near the extent as in this video

  • @stealthiestboy
    @stealthiestboy Год назад +1

    This is the kind of content we need more of. Subscribed.

    • @LEDs
      @LEDs  Год назад +1

      ❤️

  • @CamC159
    @CamC159 Год назад +3

    The issue with the line texture is the wrap mode.
    I don't know how you would change the source engine equivalent of it. But in my experience with unity, you would usually set it to clamp since by default its set to repeat

  • @commanderboom2626
    @commanderboom2626 Год назад +2

    1:00 ah the lawful evil style of stair clipping

  • @Krzaczor34
    @Krzaczor34 8 месяцев назад +9

    how are you not a valve map designer

    • @PomsonGamingII
      @PomsonGamingII 7 месяцев назад +2

      doubt they need much soul for deadlock

  • @TeenWithACarrotIDK
    @TeenWithACarrotIDK 4 месяца назад +1

    It would be nice to get a map design video on this map. Not a video about fun or gimmicks of the map, just pure map design investigating.

  • @GTB_PR00
    @GTB_PR00 Год назад +3

    the grass texture is most likely a "texture wrapping" issue. kinda like how if you expand a texture with repeat texture enabled... either the mesh/texture_box is off set, or the image was offset during the render

  • @creeperwolffe3898
    @creeperwolffe3898 Год назад +1

    this is very useful for a new mapper trying to wrap their head around textures and displacements!! thank you very much for making this :D

  • @benedwards5317
    @benedwards5317 Год назад +4

    I think I speak for most when I say these issues make dustbowl completely unplayable.

  • @XradicalD
    @XradicalD Год назад +1

    I just love seeing map videos for TF2, it's always good to re-check the basics.

  • @uksz1
    @uksz1 Год назад +3

    Valve should offer you a job

  • @KritzKookiesTF2
    @KritzKookiesTF2 24 дня назад +1

    the AI removing the issue on the texture made it look more noticeable ngl,

  • @thelemonsheep7257
    @thelemonsheep7257 11 месяцев назад +8

    Why is the video only 17 minutes long

  • @demogaming8895
    @demogaming8895 Год назад +2

    I didn't even notice any of these, but now I definitely will. Dustbowl ruined...

  • @chips_lol9537
    @chips_lol9537 Год назад +6

    Honestly you should do this with more maps, like wutville

  • @vencislavnikolovski9053
    @vencislavnikolovski9053 Год назад +2

    keep it up dude! As a new TF2 mapper all this explanations are much needed! Subscribed

    • @LEDs
      @LEDs  Год назад +1

      Thank you!!!

  • @SlavaArduino123
    @SlavaArduino123 Год назад +3

    Dude needs to be hired by Valve

  • @greenlemon9155
    @greenlemon9155 Год назад +2

    15:14 old stuff from the sfm version of the meet the heavy video map
    Still downloadable with sfm today

  • @nike5772
    @nike5772 Год назад +11

    This video is only 17:15 long?

  • @scarletcafe
    @scarletcafe 9 месяцев назад

    The problem at 6:37 may be due to texture filtering and/or mipmaps. When you're far away from a texture, in order to prevent moire and other nasty graphical artifacts, the GPU will sample pixels in an area of the texture to decide what is shown for a given pixel on the screen. In texture filtering modes such as bilinear/trilinear/anisotropic, this can cause the sampling area to go beyond the boundaries of the texture, and because textures tile infinitely by default in most graphics APIs, this means the top of the texture can end up having a "texture bleed" wrapped around from the bottom of the texture. The same thing also happens with the right and left boundaries.
    I don't know exactly how the Source engine produces mipmaps, but depending on how it's done, the bleed could either be happening at runtime (when the game is rendering) or it might happen at build-time. If it's at runtime, then changing texture filtering settings, mipmap bias, disabling mipmaps entirely, and so on may affect how severe the bleed appears. As far as it goes from an authoring perspective, just moving the texture away from the boundary as you did works, but Source might have a way to set the texture wrapping mode also. OpenGL has GL_CLAMP_TO_EDGE and DirectX 9 has D3DTADDRESS_CLAMP, so it just depends on whether it's exposed to the material system or not.

  • @Fatsaver
    @Fatsaver Год назад +3

    Now make your 78 hour long video stating everything RIGHT about Dustbowl! 👌👌👌

  • @foxtrotknowsbest1804
    @foxtrotknowsbest1804 3 месяца назад

    The lighting changes make such a huge difference, it’s crazy how just a tiny change like that makes it so much more immersive

    • @LEDs
      @LEDs  2 месяца назад

      Lighting is huge!

  • @KM316-m1b
    @KM316-m1b 7 месяцев назад +2

    Valve gets told what to do exactly to improve the quality of life in the game and still refuses to do shit about TF2.

  • @remilia20xx78
    @remilia20xx78 Год назад +1

    Fun video going into detail about the jank of one of the first maps I've ever played. Regarding those no-build sections at the end, I feel like they may have been onto something because there's a section in the last round of pl_goldrush where an engi can build a sentry in a window (or there was, I don't know if it was fixed) between the first and second points of that round. It's very hard to destroy from there too, so overkill is needed for these no-builds it seems.

  • @philhiggins-ty5vg
    @philhiggins-ty5vg Год назад +4

    Dustbowl is literally perfect. What do you mean?

    • @LEDs
      @LEDs  Год назад

      sorry I was having a rough patch

  • @boneafide
    @boneafide Год назад +1

    can’t wait for invisible stickies to show up in every dustbowl game for the next 2 weeks

  • @gabetechinc
    @gabetechinc 11 месяцев назад +4

    This is a good example of an appropriate instance of AI art

  • @mfaizsyahmi
    @mfaizsyahmi Год назад +1

    Valve: Makes great tools (Source stuff)
    Also Valve: Doesn't use them properly
    Not snapping to grid is one of the most egregious sins Valve's original mappers commit. With a lot of them coming from Quake modding backgrounds you thought they'd know how to best optimize for the engine and how to avoid making mistakes, but some of them just didn't get the memo.

    • @LEDs
      @LEDs  Год назад +1

      Pretty weird how they let stuff like that slide after all these years

  • @ImTorryTF2
    @ImTorryTF2 Год назад +3

    You should apply for a job at value and fix tf2

  • @digitaltoaster4956
    @digitaltoaster4956 Год назад +2

    New Team Fortress 2 Update: Summer Tidying.
    -Fixed a bunch of small errors in maps.

  • @vaughnrudy8084
    @vaughnrudy8084 9 месяцев назад +13

    why do you know this

  • @steves5476
    @steves5476 Год назад +2

    6:50 you have to set the sampling mode of the texture to clamp (at least along vertical). I'm not sure how this is done in Hammer, though, but it is a feature in most 3D engines.

  • @memesmemes3143
    @memesmemes3143 11 месяцев назад +2

    DUSTBOWL IS THE BEST MAP 🙏

    • @LEDs
      @LEDs  11 месяцев назад +2

      DUSTBOWL NATION

  • @OsholitloTF2
    @OsholitloTF2 Год назад +2

    Valve, hire this man.

  • @BenisMannn
    @BenisMannn 2 месяца назад +3

    Ew "ai"

  • @MrGermandeutsch
    @MrGermandeutsch 11 месяцев назад +1

    I'm almost jealous I haven't made such a video myself.
    I'm genuinely impressed, well done and very informative!

    • @LEDs
      @LEDs  11 месяцев назад +1

      Thanks!

  • @Eeevonn
    @Eeevonn Год назад +1

    6:16 the UV map for the grass texture has the grass going past the defined mapping of the UV which causes it to loop to the top.

  • @toadboydude5015
    @toadboydude5015 Год назад

    LED just dropped the hardest Dustbowl edit and thought we wouldn't notice

  • @the_crum
    @the_crum Год назад +1

    the problem with dustbowl is that there’s a giant fucking demoman with a magnifying glass above the map like wtf was valve thinking

  • @retrolinkx
    @retrolinkx Год назад

    My man ending the video with "I don't wanna bore you" when I just watched 17 minutes of how to fix Dustbowl and would gladly watch more.

    • @LEDs
      @LEDs  Год назад

      ❤️

  • @Juke-Fox
    @Juke-Fox 7 дней назад

    TF2 map hobbyist here, major kudos for the surprise crash-course on cleaning up map jank -w-; I'll definitely be more careful with my displacements and player_clips

  • @vo3243
    @vo3243 Год назад +1

    If only someone could make a 12 hour video talking about badwater

  • @hapytreefriends78
    @hapytreefriends78 Год назад +1

    6:50, the issue you are experience has more to do with UV maps, if geometyr's UVs go beyond the initial border, and you have a texture with transparency, like here, then it will loop, and since your texture has transparency, then it loops into the beginning of the texture, which is opaque.
    It's usually fixed by moving the uvs of mesh by Y axis upwards until it no longer clips through the UV box.

  • @ilhatropical1
    @ilhatropical1 7 месяцев назад

    Valve really be sitting doing nothing while the playerbase can even fix the maps THEY made however many years ago, amazing video.

  • @christopherlibby5438
    @christopherlibby5438 5 месяцев назад +1

    Everything wrong with dustbowl: Everything. Dustbowl is what is wrong with dustbowl

  • @artyom2801
    @artyom2801 5 месяцев назад

    I love these kind of videos ever since Connor Sheri Shaw's Payday videos regarding old Payday maps issues.

  • @ChronoSquare
    @ChronoSquare Год назад +1

    oh wow 2:19 I literally just saw somebody get caught on that this past week
    if I have seen that spot being perched upon in the last 15 years I have no memory of it occurring

  • @DustHeading
    @DustHeading 25 дней назад

    15:30 The block bullets brush not being able to reach skybox really breaks the third stage since there are multiple spots where demos can artillery spam stickies to choky frontline stalemates.

  • @nonsense-me
    @nonsense-me Год назад +1

    it's beginning to look alot like dustbowl

  • @TinyDeskEngineer
    @TinyDeskEngineer Год назад +2

    The grass overlay's texture probably doesn't have vertical clamping enabled.