Oh, that's why there's so much z-fighting! (put simply, textures in the same plane overlapping and flashing) Because it's loaded both the start map and the later one in the same location. Good way to show this is the bridge between buildings at 2:44 - it is simultaneously intact and collapsed! (and has some z-fighting itself where it overlaps itself)
i mean Valve's level design always only kinda made sense, but never was logical. I really love them for this because your mind tells you it's correct, but it isn't and shows that they put fun and experience on the forefront and design a level around that
@@lukabrasi001 As someone said about the complete half-life 1 map, valve prioritized fun over realism. They could have ensured nothing overlapped but that would require very long paths to walk which might have been more realistic but less fun to play.
it wasn't untill this video that I learned the area where you run along the rooftops from metro police is the same area later where dog fights the soldiers during the uprising. Neat little detail and preserved level layout.
I believe in Half Life 2 development, valve actually built a simple city layout before cutting it in parts and later turning into levels. That's why there's minimal horizontal and vertical overlap, unlike in Half Life 1, where some surface areas are below underground and vice versa, and some other rooms clip into each other
They didn't. There's some horizontal overlap, trainstation is a complete mess. Though the city looks better, but only because they had in mind the direction where Gordon should move (which didn't help with overlap of canals above the coast).
@@fantastikboom1094 actually in their original form in the Beta the maps were a lot less cut up and each map was a lot bigger and generally they made a lot more sense in terms of overlap and layout, like the entirety of Ravenholm ( Quarry (daytime), Town (dusk) ) was just 1 map from the original starting point at the beach of the docks you see in the e3 2002 demo that valve uploaded recently. however the mad crunch valve had in 2003 to 2004 to get the game ready basicly made them throw all of that stuff out the window for assembling the game as quickly as they could, maps were cut up and made smaller to increase performance in the unfinished source engine, ravenholm got a entire new entrance and was changed to nighttime to hide how much lower quality the maps were ( they are almost untouched from their inception in Quarry )
@fantastikboom1094 A large chunk of the early game and late game City 17 clashing is mostly geometry differ because later on there is collapsed buildings, rubble, fire, etc, because of the little war
It wouldn't take that long if it was just structures, objects and anything else usually manmade (as long as there is a sizable crew of workers and they aren't building things that can't be seen in-game, so basically just creating a set for a movie). It's the terraforming/transforming of the land that'd take centuries.
It makes me wonder how Half Life 2: Episode 1 would fit in the map. The Citadel layout (outside and inside) of the maps are quite different than you see in Half Life 2
This is more true in newer maps, so it seems to be trending upwards. Which does make sense, as the brushes are used to generate the BSP tree, and having too many gets big quickly.
I spotted the problem that causes the overlap; Ravenholm should be a bit farther left/? of Black Mesa East. Or better still, just have its position rotated about 90°. Sitting where it is, that first group of buildings is right behind the water outlet by Black Mesa East, and actually in that little bay or Reservoir or whatever you want to call it. The tunnel that leads to it should’ve probably been extended a bit more so that it would go directly under the Reservoir. Maybe they would’ve realized that if the technology of the time had been strong enough to handle having the entire series of game maps assembled as one piece.
Yeah I wish the tunnel that lead to Ravenholm was facing the opposite direction of what it currently is so that it would match up with the buildings you see in the distance at the entrance to BME, and also prevent the entire rest of the game (chapters 7-9) from being overlapped with Water Hazard
I had an idea: remember when you used Opposing Force as a reference for how far the Lambda Complex is from the Test Chamber? How about using that as a frame of reference to incorporate the last map of Apprehension into your overlay of it in a way that shows the distance between the ambush & the compactor?
i've always wanted like, a version of HL2 where the story is just as linear and everything, but the maps are built like an RPG, so the city is actually fleshed out and populated and everyone has a routine they live, give you something to explore and get attached to before everything goes to hell
Now just imagine, a version of HL2 remade in source 2, a Seamless HL2 experience, no intermittent loading screen, all just seamlessly happening on one large map where assets dynamically load in/out depending on the chapter, but also now have the possibility to backtrack to previous areas if one chose to.
I'm guessing the glowing things towards the beginning was the two maps over lapping because The same area gets used later in the game just as a different map
Port this to source 2, fill out all the previously unreachable parts of the map by designing new areas, then you could use the map for loads of different games
Well, I've had a feeling that HL2 maps have some bad overlaps, but never would've guessed it was THIS bad. Parts of Highway 17 are near and below Hazardous Waters, and both Highway and Waters constantly clip inside themselves. Not to mention the fact that Ravenholm that is supposed to be on the hill is actually right under the channel that passes by Black Mesa East from the dam. City 17 and Citadel hold pretty well though, with Nova Prospekt close second with only issue of last chamber being right above some of the cliffs you were storming with antlions.
@@fantastikboom1094 the entirety of highway 17's tunnels would need to be longated and so would the route canals, and the apartment complex is a mess, along with the elevator shaft to Dr kleiners lab, which itself is also geometrically impossible, the entire first chapter's layout is impossible.
@@fantastikboom1094 with what I described it makes half life geometrically impossible, you cants go from point A to B without breaking the laws of physics
When I first saw that Ivan Andeev video in May 2015 I kept seeing people saying putting all hl2 maps wasn't possible, but HERE WE ARE! Amazes me the lengths people will go for something so obscure!
Haha, it's not only possible, but it also works reasonably fast on something as weak/old/cheap/obsolete as Raspberry Pi (IIRC it worked even on the very first one, $35/board from 2012). It might surprising how really powerful computers are (even the old ones) when fed with data properly, and how much of that power is left on the table by modern sloppy programming.
It depends on what they meant. Putting all the maps together as mere 3D models is of course possible, and it's not surprising. But if they meant putting all the maps together in any playable form, then they were probably right. To begin with, Hammer doesn't let you have more than 8192 brushes, and there are maybe other limits. Even Source2 probably has its limits. I don't think Source 2 was made for open worlds. If you used another engine to workaround those limits, it might be doable. That is, if all you wanted was to walk around an empty map. Otherwise your workload will be big, as you'll have to recreate HL2 to some extent in order to support the map content and make the world feel alive. You'll still have trouble fitting levels together, too, because they don't actually fit together as well as they seem to. I'm not sure this kind of level layout lends itself well to open-world optimization strategies, though.
@@skaruts I think the common consensus then was simply putting the 3d models together would be impossible/impractical because of the overlapping issue. It would seem that if the Ravenholm maps were turned 90 degrees then all the hl2 maps wouldn't overlap at all and be a perfect fit.
the initial chapter is glitchy because it has two layouts over each other, one for the first chapter, and another after you destroy nova prospekt and come back to kleiners lab.
valve did author those large maps that odessa and them have that show the railway and coast stations, someone could probably build those base terrains and then place the key locations where they're supposed to be, and then link everything up more cohesively
Jesus christ its a crime that you only have 14,5k subs!! even tho i wasnt subscribed before this moment, ive seen your name so many times already. keep up the good work and you will reach what youre owed sooner or later
@@HeroLink18 I think it was just him hunting for the releases page. I just barely remember this being the case, but I may have made the memory up. Edit: After checking some other comments it seems that he downloaded the source code zip instead of a compiled release from the releases page and didn't know how to use it.
It's like in the Beginner's Guide when you see all the inaccessible rooms in the disappearing-walls level. It's beautiful in a way. The negative space where there should be people and objects tells a story all on its own. You're seeing a set without its actors.
Thank you for making this! I wanted to do a flyby of HL2 myself for oh so many years, but never got to it, and you did it way better than I could've done it.
The “how do you download from github” part is so relatable. Me when I decide I want to do a cool thing with no prior experience and spend hours learning everything as I go
"I have no idea how github works" Here i thought i was the only one who always lost that download button. Also walking out the terminal into the plaza. Noticed some flicker collision going on with the maps. I think that's the two different maps merged together! (after the 2 week teleport and rebel uprising) Such a cool thing to see. Any piles of rubble from the later sections won't flicker since they never existed in the first version of the map. Great showcase and i'm only 4 minutes in. I always thought they'd be in different locations in the world space. Mind you i've no idea how this Open Source thing works with map positioning but yeah, Stellar presentation.
the way it works is that it just stitches the maps together at the loadpoints. the reality is the game doesn't move the player, but rather makes them stay in the same place
It would be cool if source engine had bigger map limits and we can make full hl2 map without loading screens. Plus also sometimes we could see parts of the other maps which usually are not seen.
I just returned to your channel after having the thought of you stitching all GoldSource maps together and saw this video, beautiful! Can you do Black Mesa as well to see if there's any impossible map sections? I've seen one where The Passing doesn't physically make sense and now I'm bothered by it
Thats when you realize that the farther you go in half life 2 is Nova Prospekt, the same place the train you almost caught by accident at the very beginning of the game. And you go back to the exact place the game starts after it.
The water being weird is indeed a proper bug, which I never got around to investigate. The z-fighting flickering issue is quite a bit more tricky. Fundamentally it's there because adjacent maps both have geometry for the same places in the world, but visuals for these same places are usually slightly different (texture mapping, lighting, etc are a bit off, because map makers never really had to work for the case of someone displaying them together 15 after the game release). There's no simple fix for that, unfortunately. Determining the "same-ness" of geometry and culling the extra becomes complex very fast, from requiring a proper geometry solver for reasoning about whether given surfaces are considered co-planar, to cutting intersecting parts, to determining even which parts to cut in the first place. There's a third z-fighting issue of insufficient depth buffer precision when the geometry is too far. There are some cool techniques to address that (reverse-depth, log-depth, or something like that, it's been a while), but i again i never got to try any of those.
@@provod_ To be fair, it really does look like a subpar renderer. Most of the Z-fighting is due to the limited depth precision. It's probably the first thing to address when coming up with a solution like that and they got it dead wrong. Logarithmic depth seems required. That usage of lightmaps is also all over the place, there is no excuse for the render to look so dull. Valve even published their pixel shaders back in March 2004 in a presentation called "Half-Life® 2 / Valve Source™ Shading". As for the geometry overlap, I think it's acceptable. There is not so much of it.
@@HyperMario64 Oh yes, the renderer is plainly very dumb one. Reproducing the full HL2 shading wasn't ever a goal -- I just wanted to see how the world looked like geometrically. I even made my own extremely simple ETC texture compressor there just to make it fit into Raspberry Pi GPU memory. That compressor definitely doesn't help with texture quality :). However, I still do disagree about z-fighting nature. Most of the obnoxious z-fighting artifacts are due to co-planar surfaces. They are literally exactly co-planar in map data, increasing depth precision in any way would not help there at all. Improving precision would help with z-fighting on distant objects, but that is even less obnoxious (note that I didn't feel motivated by the overall dullness enough to allocate even more time for this project to figure out the proper Source engine shading).
@@provod_ You definitely succeeded in showing off the entire HL2 world so that's good. I agree that Z-fighting due to geometry overlap is annoying. In many cases it's because of redundant geometry but I wouldn't expect anyone to prune all of that manually for free. I think it's mostly an issue at close range but it's not really the primary use-case of the renderer I would argue, otherwise people would just play HL2. Maybe we can agree to disagree on the depth precision, but in my opinion a project like that really shows off when you zoom out and render a large section of the world from far away. And we would both agree that at this render distance, the insane water flickering and geometry wobbling could mostly be solved with logarithmic depth. I think it has much more impact than geometry overlap but hey you seem to view it the other way around. Anyway that's a really neat project and I still thoroughly enjoyed the spectacle, so thanks for making this!
I noticed a problem. The resistance cave at 15:32 should have the exit do a ~180 back to the front but down to the beach of a different area rather than just straight through
Hey, did you edit this video recently? I've watched it before, and I remember there being a part where you go into the process of downloading and starting OpenSource in more detail where you mentioned you didn't know how Github works and you got the program to work after an unsuccessful attempt, and I saw some other comments about that part, but it seems to have been cut out at around 0:27. I can't figure out how to get OpenSource to work myself, and I was planning on rewatching that part to get a better idea of what to do, but it's gone.
Did they have to manually align these levels in the configs or are they positioned in such a way in the game engine that the global positions are preserved?
Also where to download this? Someone should make this an open world map like GTA so Freeman can hop in the jeep and drive around shooting the combine like CJ does to the ballas in GTA San Andreas.
That is so awesome. Ever since the first time I played this game, I’ve wanted to have a complete map or something like it of the area, just to get the total picture of it. Just one continuous, long map. Building layouts, City 17 to Ravenholm to beaches to NP, all that. I’ve found a few maps, each had a different idea of where exactly the beachfront stuff is once you get out of Ravenholm. I wonder if it’s possible to make a copy for a version where you can incorporate the route taken in that one mod, “Hunt Down the Freeman.”, It involves a guy who was among the security forces sent to the scientists and survived. His adventures end up more or less following Freeman, or at least coinciding with some of the main locations Freeman goes to: Black Mesa East, nova Prospect. It ends with a betrayal, the G-Man’s real mission for him, and the phrase “you F-ed up my face.“
Interesting to see how little overlapping were done on HL2, while HL1 almost everytime cyrcles in rooms those only don't mess up eachother by the loading. Some exceptions are Water hasord's canales cometimes and that big section above the Coast lines somehow not even beeing on same height. I wonder why the Citadel interior is so messy and not contained in a rough triangle prism of the building's shape. Ohh, some big secktions with Folow Freeman and before the Citadel were not shown here.
It's probably mostly because of the huge map sizes compared to hl1. Clearly they didnt care to align things too much since the overlaps would only be noticeable when loading all maps at once
i believe seamless hl2 is possible in source 2, you could unload any part that are too far away from the player, while still keeping it all in one bsp.
It is crazy to see the train tunnel from nova prospect on a map after having seen how long it takes for someone to walk through it on foot. They went way overboard with it.
I still don't know why Half-Life 2 takes place in an Eastern European city... Does it have something to do lore-wise or it's just the depressing setting that the Devs wanted?
4:07 the glowing spots are where fire appears in "Anticitizen one", because that chapter takes place in the same location as point insertion.
Oh, that's why there's so much z-fighting! (put simply, textures in the same plane overlapping and flashing) Because it's loaded both the start map and the later one in the same location. Good way to show this is the bridge between buildings at 2:44 - it is simultaneously intact and collapsed! (and has some z-fighting itself where it overlaps itself)
I never realized how Half-Life 2's layout is both extremely nonsensical, but also kind of makes sense as well.
bruner
bruner
i mean Valve's level design always only kinda made sense, but never was logical. I really love them for this because your mind tells you it's correct, but it isn't and shows that they put fun and experience on the forefront and design a level around that
@@lukabrasi001the catwalks for example
@@lukabrasi001 As someone said about the complete half-life 1 map, valve prioritized fun over realism. They could have ensured nothing overlapped but that would require very long paths to walk which might have been more realistic but less fun to play.
it wasn't untill this video that I learned the area where you run along the rooftops from metro police is the same area later where dog fights the soldiers during the uprising. Neat little detail and preserved level layout.
same here!
When i was playing a gmod map of c17 thats when i foud out
Y’all goofy
Though for some reason a new room where dog throws an APC at just appears, despite it not being there
It is so obvious bruhh
I believe in Half Life 2 development, valve actually built a simple city layout before cutting it in parts and later turning into levels. That's why there's minimal horizontal and vertical overlap, unlike in Half Life 1, where some surface areas are below underground and vice versa, and some other rooms clip into each other
They didn't. There's some horizontal overlap, trainstation is a complete mess. Though the city looks better, but only because they had in mind the direction where Gordon should move (which didn't help with overlap of canals above the coast).
@@fantastikboom1094I think it's multiple beta maps or something?
@justhere4637 yeah in the beta they made city17 in a blockout form with dev textures
@@fantastikboom1094 actually in their original form in the Beta the maps were a lot less cut up and each map was a lot bigger and generally they made a lot more sense in terms of overlap and layout, like the entirety of Ravenholm ( Quarry (daytime), Town (dusk) ) was just 1 map from the original starting point at the beach of the docks you see in the e3 2002 demo that valve uploaded recently. however the mad crunch valve had in 2003 to 2004 to get the game ready basicly made them throw all of that stuff out the window for assembling the game as quickly as they could, maps were cut up and made smaller to increase performance in the unfinished source engine, ravenholm got a entire new entrance and was changed to nighttime to hide how much lower quality the maps were ( they are almost untouched from their inception in Quarry )
@fantastikboom1094 A large chunk of the early game and late game City 17 clashing is mostly geometry differ because later on there is collapsed buildings, rubble, fire, etc, because of the little war
Now we just need someone to go into the real world and rebuild all of it, I'd say it'll just take 16 years
Just go on a trip to eastern europe
@@holy0damn not 100% acurate
It wouldn't take that long if it was just structures, objects and anything else usually manmade (as long as there is a sizable crew of workers and they aren't building things that can't be seen in-game, so basically just creating a set for a movie). It's the terraforming/transforming of the land that'd take centuries.
It's impossible!
It'll probably be done before Half life 3 gets released
It makes me wonder how Half Life 2: Episode 1 would fit in the map. The Citadel layout (outside and inside) of the maps are quite different than you see in Half Life 2
it's a shame episode one never featured a glimpse of a section of the citadel from HL2 that could be used to connect them
WHY ARE YOU EVERYWHERE?
@@TheManWhoSoldTheW0rld Cause he’s the Engineer
@@KinerfV4 The engineer is engihere
@@GlassyDusty Well it does "borrow" certain level geometries from HL2
0:41 every single user after opening github:
How amazing everything is like just sets and props
This is more true in newer maps, so it seems to be trending upwards. Which does make sense, as the brushes are used to generate the BSP tree, and having too many gets big quickly.
Its very funny watching a non git person who's technically minded be absolutely flabbergasted by how to install a program from github
i kinda wish an open-world of all of the HL2 Maps could be playable. as in without npcs scripted events or props. just exploration
it could maybe be possible with the infinite map base addon in gmod
@@Concon12316 it is, people already remade several gta maps that are much larger than gmod map limit!
@@paint_turtle Yeah but they lack collision.
And create stuff to fit in all the undesigned areas to make it a proper open world map.
But the entire city and world would have to be done from scratch. The city doesn't really exist.
I spotted the problem that causes the overlap; Ravenholm should be a bit farther left/? of Black Mesa East. Or better still, just have its position rotated about 90°. Sitting where it is, that first group of buildings is right behind the water outlet by Black Mesa East, and actually in that little bay or Reservoir or whatever you want to call it.
The tunnel that leads to it should’ve probably been extended a bit more so that it would go directly under the Reservoir. Maybe they would’ve realized that if the technology of the time had been strong enough to handle having the entire series of game maps assembled as one piece.
THE ONE PIEEEEEEEEEEECE
THE ONE PIECE IS REEEEEAL
Yeah I wish the tunnel that lead to Ravenholm was facing the opposite direction of what it currently is so that it would match up with the buildings you see in the distance at the entrance to BME, and also prevent the entire rest of the game (chapters 7-9) from being overlapped with Water Hazard
I had an idea: remember when you used Opposing Force as a reference for how far the Lambda Complex is from the Test Chamber? How about using that as a frame of reference to incorporate the last map of Apprehension into your overlay of it in a way that shows the distance between the ambush & the compactor?
i've always wanted like, a version of HL2 where the story is just as linear and everything, but the maps are built like an RPG, so the city is actually fleshed out and populated and everyone has a routine they live, give you something to explore and get attached to before everything goes to hell
Lol Half-Fallout
Ff7 but Half-Life
Now just imagine, a version of HL2 remade in source 2, a Seamless HL2 experience, no intermittent loading screen, all just seamlessly happening on one large map where assets dynamically load in/out depending on the chapter, but also now have the possibility to backtrack to previous areas if one chose to.
Just what I've always wanted after playing the game for the 10th time.
I'm guessing the glowing things towards the beginning was the two maps over lapping because The same area gets used later in the game just as a different map
it's where the fires are during the uprising
now imagine if someone fixed this up and made HL2 a open world game and as you complete the story the world gets worse and worse
Multiple story paths
Maybe in source 2.
@@Omega-mr1jgeven in Source 2 that would be a hell of an undertaking
Port this to source 2, fill out all the previously unreachable parts of the map by designing new areas, then you could use the map for loads of different games
Well, I've had a feeling that HL2 maps have some bad overlaps, but never would've guessed it was THIS bad. Parts of Highway 17 are near and below Hazardous Waters, and both Highway and Waters constantly clip inside themselves. Not to mention the fact that Ravenholm that is supposed to be on the hill is actually right under the channel that passes by Black Mesa East from the dam.
City 17 and Citadel hold pretty well though, with Nova Prospekt close second with only issue of last chamber being right above some of the cliffs you were storming with antlions.
I noticed that some of the uprising maps where overlapping with the downtrodden maps so it looks all wacky and texture fighting
What i can take away from this, is that all half life games are geometrically impossible.
yes
Technically, it's possible, because you're just teleporting through the locations. Or it's one location with changing layout.
@@fantastikboom1094 the entirety of highway 17's tunnels would need to be longated and so would the route canals, and the apartment complex is a mess, along with the elevator shaft to Dr kleiners lab, which itself is also geometrically impossible, the entire first chapter's layout is impossible.
@@OffBrandChicken It's also possible as I described
@@fantastikboom1094 with what I described it makes half life geometrically impossible, you cants go from point A to B without breaking the laws of physics
Damn...this gave me such a surreal sense of nostalgia
It's the music
When I first saw that Ivan Andeev video in May 2015 I kept seeing people saying putting all hl2 maps wasn't possible, but HERE WE ARE! Amazes me the lengths people will go for something so obscure!
are you that guy who makes those strange goanimate videos lol
@@FurasCebulowy I do indeed make strange and funny goanimate videos!
Haha, it's not only possible, but it also works reasonably fast on something as weak/old/cheap/obsolete as Raspberry Pi (IIRC it worked even on the very first one, $35/board from 2012). It might surprising how really powerful computers are (even the old ones) when fed with data properly, and how much of that power is left on the table by modern sloppy programming.
It depends on what they meant. Putting all the maps together as mere 3D models is of course possible, and it's not surprising. But if they meant putting all the maps together in any playable form, then they were probably right. To begin with, Hammer doesn't let you have more than 8192 brushes, and there are maybe other limits. Even Source2 probably has its limits. I don't think Source 2 was made for open worlds.
If you used another engine to workaround those limits, it might be doable. That is, if all you wanted was to walk around an empty map. Otherwise your workload will be big, as you'll have to recreate HL2 to some extent in order to support the map content and make the world feel alive. You'll still have trouble fitting levels together, too, because they don't actually fit together as well as they seem to.
I'm not sure this kind of level layout lends itself well to open-world optimization strategies, though.
@@skaruts I think the common consensus then was simply putting the 3d models together would be impossible/impractical because of the overlapping issue. It would seem that if the Ravenholm maps were turned 90 degrees then all the hl2 maps wouldn't overlap at all and be a perfect fit.
the initial chapter is glitchy because it has two layouts over each other, one for the first chapter, and another after you destroy nova prospekt and come back to kleiners lab.
valve did author those large maps that odessa and them have that show the railway and coast stations, someone could probably build those base terrains and then place the key locations where they're supposed to be, and then link everything up more cohesively
Holy f, whoever did or had anything to do with that string piece in the background, I've had this on repeat for like 3 hours..
ruclips.net/video/ihY1vawcPGc/видео.htmlsi=TsL21gWOSo_-aNC2
I've been wondering about this for ages. Glad to see someone has already done it.
Jesus christ its a crime that you only have 14,5k subs!! even tho i wasnt subscribed before this moment, ive seen your name so many times already. keep up the good work and you will reach what youre owed sooner or later
As an active GitHub user, the first 1:30 is painful
And now that part is missing from the video for some reason.
@@HeroLink18 I think it was just him hunting for the releases page. I just barely remember this being the case, but I may have made the memory up.
Edit: After checking some other comments it seems that he downloaded the source code zip instead of a compiled release from the releases page and didn't know how to use it.
@@arir43Yep, that sounds like what I remember.
It's like in the Beginner's Guide when you see all the inaccessible rooms in the disappearing-walls level. It's beautiful in a way. The negative space where there should be people and objects tells a story all on its own. You're seeing a set without its actors.
Thank you for making this! I wanted to do a flyby of HL2 myself for oh so many years, but never got to it, and you did it way better than I could've done it.
0:37 literally me every time i go to git hub
They overlapped AntiCitizen One and Point Insertion/Red Letter Day's maps
Now i can finnaly see Sandtraps from the top of the light house ! :D
now you can in base game lol
@@soggu6282 ikr ? I was amazed
The “how do you download from github” part is so relatable. Me when I decide I want to do a cool thing with no prior experience and spend hours learning everything as I go
Normal websites: download link here
Github: ????????
so i guess we just have to pretend that the tunnel out of ravenholm didn't make a big U turn which causes coastal highwway to be underground.
Wow this new speedrun strat is crazy
"I have no idea how github works" Here i thought i was the only one who always lost that download button. Also walking out the terminal into the plaza. Noticed some flicker collision going on with the maps. I think that's the two different maps merged together! (after the 2 week teleport and rebel uprising) Such a cool thing to see. Any piles of rubble from the later sections won't flicker since they never existed in the first version of the map. Great showcase and i'm only 4 minutes in.
I always thought they'd be in different locations in the world space. Mind you i've no idea how this Open Source thing works with map positioning but yeah, Stellar presentation.
the way it works is that it just stitches the maps together at the loadpoints. the reality is the game doesn't move the player, but rather makes them stay in the same place
i tried to open it but it immediately crashes i don't think it works anymore
It would be cool if source engine had bigger map limits and we can make full hl2 map without loading screens. Plus also sometimes we could see parts of the other maps which usually are not seen.
The episodes next?
I just returned to your channel after having the thought of you stitching all GoldSource maps together and saw this video, beautiful! Can you do Black Mesa as well to see if there's any impossible map sections? I've seen one where The Passing doesn't physically make sense and now I'm bothered by it
I was wondering how the program would handle the train station and Kleiner lab maps before and after the uprising. Very cool
Technically we should be able to put a number on how many MILES we walk in this game now yeah?
This is absolutely mind-blowing, seeing a huge empty map that gave us the great nostalgia and fun, Completely surreal!
Thats when you realize that the farther you go in half life 2 is Nova Prospekt, the same place the train you almost caught by accident at the very beginning of the game.
And you go back to the exact place the game starts after it.
All the weird lights are just the lightings for the fire
Thank ya bro I just bought valve complete pack and I started playing hl2
i started playing hl3
@@anticommunistactionI started play hl4
@@azzm550i started playing hl5
Is HL1's Black Mesa bigger than this?
idk
No it's definitely not. You can fit all of HL1's complex into one map on Source, while random one-two of canal/coast map already reach the map limit.
That flickering/dithering is pretty awful. Someone ought to fix the code.
The water being weird is indeed a proper bug, which I never got around to investigate.
The z-fighting flickering issue is quite a bit more tricky. Fundamentally it's there because adjacent maps both have geometry for the same places in the world, but visuals for these same places are usually slightly different (texture mapping, lighting, etc are a bit off, because map makers never really had to work for the case of someone displaying them together 15 after the game release). There's no simple fix for that, unfortunately. Determining the "same-ness" of geometry and culling the extra becomes complex very fast, from requiring a proper geometry solver for reasoning about whether given surfaces are considered co-planar, to cutting intersecting parts, to determining even which parts to cut in the first place.
There's a third z-fighting issue of insufficient depth buffer precision when the geometry is too far. There are some cool techniques to address that (reverse-depth, log-depth, or something like that, it's been a while), but i again i never got to try any of those.
@@provod_ To be fair, it really does look like a subpar renderer. Most of the Z-fighting is due to the limited depth precision. It's probably the first thing to address when coming up with a solution like that and they got it dead wrong. Logarithmic depth seems required. That usage of lightmaps is also all over the place, there is no excuse for the render to look so dull. Valve even published their pixel shaders back in March 2004 in a presentation called "Half-Life® 2 / Valve Source™ Shading". As for the geometry overlap, I think it's acceptable. There is not so much of it.
@@HyperMario64 Oh yes, the renderer is plainly very dumb one. Reproducing the full HL2 shading wasn't ever a goal -- I just wanted to see how the world looked like geometrically. I even made my own extremely simple ETC texture compressor there just to make it fit into Raspberry Pi GPU memory. That compressor definitely doesn't help with texture quality :).
However, I still do disagree about z-fighting nature. Most of the obnoxious z-fighting artifacts are due to co-planar surfaces. They are literally exactly co-planar in map data, increasing depth precision in any way would not help there at all.
Improving precision would help with z-fighting on distant objects, but that is even less obnoxious (note that I didn't feel motivated by the overall dullness enough to allocate even more time for this project to figure out the proper Source engine shading).
@@provod_ You definitely succeeded in showing off the entire HL2 world so that's good.
I agree that Z-fighting due to geometry overlap is annoying. In many cases it's because of redundant geometry but I wouldn't expect anyone to prune all of that manually for free. I think it's mostly an issue at close range but it's not really the primary use-case of the renderer I would argue, otherwise people would just play HL2.
Maybe we can agree to disagree on the depth precision, but in my opinion a project like that really shows off when you zoom out and render a large section of the world from far away. And we would both agree that at this render distance, the insane water flickering and geometry wobbling could mostly be solved with logarithmic depth. I think it has much more impact than geometry overlap but hey you seem to view it the other way around.
Anyway that's a really neat project and I still thoroughly enjoyed the spectacle, so thanks for making this!
Nice job! This looks wild
I just liked and it went from 1.9 to 2k 💪 Let’s goo awesome vid
Corridor modeling of premises is a feature of Valve
I'm trying to get this tool to work, I did everything you did in the video but it's not really running anything...
I did this and didnt realize you need half life 2 installed
Would you add it to gmod
I wonder what it would look like if you pu All the Maps from SOMA Into one complete map
hl2 looks so empty without any props, its truly amazing what job valve have done to it
meanwhile tf2
I'm trying to work out exactly how big Water Hazard is as a fraction of the full map. It definitely feels oversized in-game.
I noticed a problem. The resistance cave at 15:32 should have the exit do a ~180 back to the front but down to the beach of a different area rather than just straight through
Hey, did you edit this video recently? I've watched it before, and I remember there being a part where you go into the process of downloading and starting OpenSource in more detail where you mentioned you didn't know how Github works and you got the program to work after an unsuccessful attempt, and I saw some other comments about that part, but it seems to have been cut out at around 0:27. I can't figure out how to get OpenSource to work myself, and I was planning on rewatching that part to get a better idea of what to do, but it's gone.
now with infinite map base for gmod we can make it playable
Someday we will get a fully generated open world map simulation of HL2 city, outskirts and wasteland.
Its all perspective, in route kanal, in a map you are facing a side of the citadel then the next you are facing the other side
What does that have to do with prespectives?
"What is all this junk" he says while looking at the source code
Did they have to manually align these levels in the configs or are they positioned in such a way in the game engine that the global positions are preserved?
They probably are using info_landmark point entities present in all maps to line up the maps, the same way Source does
You should overlay the area you get the airboat gun at over the map you're shown while the gun is attached
Also where to download this?
Someone should make this an open world map like GTA so Freeman can hop in the jeep and drive around shooting the combine like CJ does to the ballas in GTA San Andreas.
That is so awesome. Ever since the first time I played this game, I’ve wanted to have a complete map or something like it of the area, just to get the total picture of it. Just one continuous, long map. Building layouts, City 17 to Ravenholm to beaches to NP, all that. I’ve found a few maps, each had a different idea of where exactly the beachfront stuff is once you get out of Ravenholm.
I wonder if it’s possible to make a copy for a version where you can incorporate the route taken in that one mod, “Hunt Down the Freeman.”, It involves a guy who was among the security forces sent to the scientists and survived. His adventures end up more or less following Freeman, or at least coinciding with some of the main locations Freeman goes to: Black Mesa East, nova Prospect. It ends with a betrayal, the G-Man’s real mission for him, and the phrase “you F-ed up my face.“
G-man's perspective
"i have no idea how github works"
does anyone??!
3:05 Welcome! Welcome to City 17.
4:05 It may the normal City 17 and the destoryed City 17 combined.
Interesting to see how little overlapping were done on HL2, while HL1 almost everytime cyrcles in rooms those only don't mess up eachother by the loading.
Some exceptions are Water hasord's canales cometimes and that big section above the Coast lines somehow not even beeing on same height.
I wonder why the Citadel interior is so messy and not contained in a rough triangle prism of the building's shape.
Ohh, some big secktions with Folow Freeman and before the Citadel were not shown here.
It's probably mostly because of the huge map sizes compared to hl1. Clearly they didnt care to align things too much since the overlaps would only be noticeable when loading all maps at once
Can you make for black mesa?
Obviously not because the OpenSource program doesn't support Black Mesa and this person knows nothing about programming so he can't add it himself
@@the_kovic Okay
What is this background music?
it says in the description
the glowing spot(s) are fires i think
I'd love to see a complete 3D map of Outlast and it's DLC Whistleblower. I don't think anyone has done that before.
Will someone explain what software was used to view all of the levels spliced together at once like this?
That Giant overlap could be fixed with an easy turn of one of Black Mesa east's halls.
i liked the video and now this is my stop mr lympoid
i believe seamless hl2 is possible in source 2, you could unload any part that are too far away from the player, while still keeping it all in one bsp.
It is crazy to see the train tunnel from nova prospect on a map after having seen how long it takes for someone to walk through it on foot.
They went way overboard with it.
13:01 mayby the lore of hf is that its all just a matrix-like simulation
i have no idea why seeing my comment in this video made me so happy but im sure as hell not complaining
It would be wild to play through HL2 with zero load screens, just like Gordon Freeman experienced it
I just imagine the interloper entity coming out of one of the walls lol
Goddamn that's cool!
Oh god
@Dragonwing Hello there, old friend...
C O M E S A N O T H E R.
С U М S A N O T H E R.
imagine the full half life 2 campaign in 1 map with all the npcs and shit,it would be cool
wouldnt you need like a supercomputer for that
Now import it into GMOD.
Half life 2 episode one re-uses a lot of geometry from half life 2 in the citadel and city itself.
We need entire map where you can play entire hl2 map
it didint work when i downloaded it
having trouble setting this up to work, any tips?
How to install? I download "OpenSource-windows", but it don't start!
so much z fighting
dаmn Z💀
Glowing spots are all the fires that would be there in Anticitizen
someone imported this map to vrchat lol
I still don't know why Half-Life 2 takes place in an Eastern European city... Does it have something to do lore-wise or it's just the depressing setting that the Devs wanted?
Just imagine if the entire HL2 map was released onto Garry's Mod