⭐ Check out Mannco using this link: mannco.store/?ref=mwu2zdc ⭐ Again, they're actually a great marketplace site, and using my link really helps. Cheers! 🫡
A few tips from my limited experience in dealing with Hammer: You can try making a grouped "hallway segment" for your map out of four brushes ( Walls, floor, ceiling. ) and shaping it with the Vertex Tool, duplicating that segment when required and repeating the process from there. Once you're happy with the rough shape of the whole passage or network of brushes, convert them to displacements and see how it feels to sculpt from there. Applying noise to surfaces makes them instantly feel more "believable", too. I like to use a range of -4 to +4 units on floors and ceilings, and a range of -8 to +8 for things like rocky walls ( Your mileage may vary here depending on what kind of surfaces you're making, of course. Not everything has to be bumpy, and some surfaces may need to be even messier ) Once that's done, smoothing floors a little bit ( Especially in places you expect players to navigate! ) to make inclines easier to traverse, and softening the transition between floors to walls and walls to ceilings can tie the whole thing together. Also the most important tip I think I could bestow upon you is to look at any relevant tutorials from TopHATTWaffle's channel if you haven't already. Even after an entire DECADE, they are still unbelievably useful. Happy mapping!
@@mil260zs it's just practice. one tip that makes it a lot easier is working with cubes as starting brushes so it's easy to align all the vertices, making sewing and stuff like subdivision way easier. also, group your displacements so whenever you go back to sculpting etc., you don't have to select each face again and again (and forget one)
I joined a dust bowl server recently where a guy called “heavy in wall” displacement clipped in the wall outside blue spawn and kept shooting us through it lol
I'm assuming it's because you can't actually make that jump too the roof from there but could be a rare occurrence of LED sarcasm. Getting up there would be huge - I love Hoodoo stage 2 because its fun sneaking teleporters on that roof and I wouldn't need a sentry jump to do it.
3:24 collision data takes disk space, memory and CPU time. By disabling collisions on displacements that nothing is ever going to hit (mostly in the 3d skybox), you save up on that data.
Anyone that has worked with displacements in hammer knows about the pain of saving, closing the program only to have to fix all of your displacement seams afterwords because of floating point errors
A good practice to avoid clipping through it's to put nodraw brushes near to displacement surfaces. Not only in seals the map properly, it also helps with visibility culling.
I will disclose this secret since NO ONE who talks about OOB explains how to find these exploits, even though it's well known between exploiters: Out of bounds displacement glitches ALWAYS happen in/near coordinates that are powers of 2. Don't believe me? Go to any map that has these glitches, type cl_showpos 1 in console and see for yourself. That's how exploiters find these glitches to begin with. If you find a displacement that sits in a coordinate that's a power of 2, you will most likely be able to get stuck in it, and maybe phase through the displacement if you're lucky. There are still a HANDFUL of OOB glitches that haven't been disclosed by the exploiters. Including an extremely game breaking (but equally hard to pull off) one in Goldrush, by the first stage tunnel.
@LEDs I think @RustysRevenge is suggesting that teleporters ctap for you so that you'll essentially be standing up out of the teleporter if there's room, but crouching if there isn't. A good idea, I say!
8:39 This sounds like another case of compiler-specific rounding issues. Presumably, the Windows code is the intended behavior, as the player is stopped from uncrouching due to the solid surface above them, yet the Linux version probably uses a different set of instructions to accomplish this that doesn't work for those edge cases due to imprecision. Sort of like how on Windows servers, small ammo packs give 41 metal instead of 40 due to a less-precise floating-point multiply instruction being used on the former, and since the number's rounded upward to remove decimals, the lower precision gets caught while the high-precision instruction on Linux doesn't.
In the video it is implied it's done with already compiled maps, and the only thing that changes is the operative system running the already compiled map. It is likely like you mentioned some platform-specific rounding for the height check of the bounding box that on Windows correctly causes collision and prevents standing up but on Linux it outputs a different number/result allowing the player to stand up and "skip" that height check, clipping through the displacement.
@@KidaJiwo By 'compiler', I was referring to the tool that compiled the executables/libraries for the server software from the original code. Since Linux and Windows have drastically different architectures, the compiler would need to create two different sets of those files in order for them to work for each platform, leading to the possible mismatch in the CPU instructions that were generated from the interpretation of the source code.
So glad to see someone finally talk about displacement clipping! Something of note is that it only occurs near X/Y coordinates that are powers of 2. Here's a list of non-halloween maps you can go completely through a displacement & behind it: Frontier (Fully out of bounds) Borneo (Fully out of bounds) Gravelpit Hydro (Fully out of bounds but limited effectiveness) Yukon Nucleus (Fully out of bounds) Enclosure Upward (Fully out of bounds, somewhat limited effectiveness)
As someone who dabbled very lightly into Hammer mapping back in za day, I wish I could trust anyone as much as these mappers trust displacements without a foundation clip brush behind them. The way I see displacements vs proper brushes is that displacements are comparable to wallpaper, which does its job stopping the elements from passing through but not much more, and brushes are comparable to brick, being very solid and much more reliable against roudy players - just be sure to line them up properly and don't make them _too_ thin or problems start to occur.
no hull collision on displacements does have a usecase! in jump maps specifically it is the main component of something we call "phase", where your rockets will detonate and your stickies will explode, but you yourself can go through. if you're interested in how this gameplay looks i'd recommend looking at the maps jump_phase_b4 and jump_detached_rcx for soldier, and jump_estrogen and jump_the_b7 course 5 for demoman.
Great video... I still don't understand Source/Hammer but this was fascinating anyways. Also I didn't expect this video to be in HDR so I was surprised how the text overlays were startlingly bright compared to the screen recordings like at 1:00... might need to check that lol, HDR is tricky especially on UA-cam and some software does silly stuff with multiple "white" colors.
0:16 I looked away to get a drink the split second this red thing on the blue background showed up on-screen, and I shit you not, I for some reason was convinced there was a giant Barney Calhoun behind Demo, filling up the screen, until I looked back to the screen and had to rewind. The human mind.
As someone who knows what they do in hammer I can say There was an ancient technique of make brush displacements It's like a simple form of displacements, vertex manipulation of triangular brushes. It's like Alot of triangular brushes, changing their edges positions to make terrain. It was used in the beginning of hl2 development and in hl1 I think
8:40 a possible reason why you can displacement clip on linux servers and not windows is the precision difference: linux has ms accuracy for timers and windows has ~15ms accuracy with significant jitter. depending on how source makes a tick or does physics it could mean that the threshold for floating point comparison is wrong, or the linux server has dt values that are too small or prevent colision entirely.
the power level doesn't increase vertex count, it increases the division. the "weird parameters" are there for optimization. if the displacement is out of bounds (so no player interacts with it), you can disable collision which then doesn't have to be compiled, resulting in faster compilation times and smaller map file size.
I could try to add hurt triggers to prevent any exploit, if even found, it will be useless to use. On second though, making a check where no bullets would pass trought
Because the maps' entire optimization process is based around "binary space partitioning", which comes all the way from the development of Doom, and the way it works is that every difference in map geometry cuts the map into segments that it can turn off and on, as well as quickly figure out what can be seen or not seen by the player. Complex geometry is confusing for the program and concave geometry is due to some shenanigans impossible.
Over simplified collision detection that mostly just works. In short, it comes from way long from Quake with it's cheap implementation. These boxes collisions, yes.
3:08 hi mapper here. The reason these exist is to make different types of clipping in games where the displacement clip doesnt exist and also to make decorative displacements whose collisions should be disabled in different ways. Disabling all 3 is super useful for making a shoreline wave, or a small trash pile, etc
not a legitimate explanation because I don’t use hammer but it’s good to note that 2^n could be the barriers for certain types of number. In binary, the amount of digits always corresponds to 2^n-1, I.e 000 = 0 and 111 = 7 (or 2^3-1) or 00000000 = 0 and 11111111 = 255 (2^8-1). When you have a negative number, it’s a little more complex but basically it has a leading bit (an extra 1 to display its negative at the very start) and the original number is affected by Twos Complement, where you invert the whole number then add one. Makes it easier to work with. Look up a calculator for it - it’s kind of hard to explain in text. Essentially what could be happening is that it’s reading your collision position wrong by - perhaps - using the negative as a part of the number - making 1 1000 0001 calculate as 193 instead of -127. No collision detected at position 193? go ahead! My guess is that the compilers are slightly different in Win vs Linux causing this mismatch to occur - perhaps a developer tested collision code on windows instead of Linux and missed an edge case. It’s likely not exactly that but the likelihood it’s to do with binary numbers - and how negatives are handled in the engine - is *incredibly* high. I just wanted an excuse to talk a little about binary math and how overflow can be handled (and has been handled in one or two of my own mistakes).
I had no idea Source had problem with concaves, damn! That really intrigued me. Seems like such a specific thing but there's probably a good reason for it right? ...Why can displacements have it and not other things though??? Why??
I guess it just has to do with how the engine reads blocks vs displacements? Like displacements don't go through the same checks and calculations as world geometry. This is completely different in Source 2, though.
Honestly thought this was going to be about how huge of an issue TF2's hit registration is especially with the whole sniper headshotting you around the corner and spy backstabbing you from 3 feet away and facing your front.
valve didnt "create" the displacement thing, but rather a feature from the quake engine afaik. Hammer editor seems to have reworked the interface for useability much more than radiant ever did though. Seems like they half-baked the considerations regards to the physics and boundry checks when it came to some of source engine's improvements however, since it more or less worked fine in quake engine
Stupid Question: why even use displacements if you can (automatically) create similar surfaces out of tiny brushes? Are displacements brushes under the hood?
Displacements are "cheaper" to render, allow blending textures, have better lightning smoothing. The brushes suck to sculpt, "unreliable", and don't resolve collision bugs (referring to pixel walking) To see the maximum you can get from brushes, see counter-strike de_dust2 cliffs near CT spawn.
exactly what xDshot said, a map that is just made out of brushes takes forever to compile and will likely cause gamers with lower end PCs to have really bad fps. sometimes it's better to make something a displacement even if you don't intend to sculpt it, just because it's so cheap and makes next to no difference to how it looks.
It’s the HDR. When I watch UA-cam videos through the UA-cam app, it doesn’t work so the colors look weird, but if I watch it through Safari or Chrome, or if I watch on my PC through my HDR monitor, it looks good. iNotortious uploads his videos in HDR as well, so you can check those out to compare.
⭐ Check out Mannco using this link: mannco.store/?ref=mwu2zdc ⭐
Again, they're actually a great marketplace site, and using my link really helps. Cheers! 🫡
is this you saying it or them?
displacements are such a pain to work with in hammer, i can barely make a cave without going insane or just not being able to.
i have lots of respect to mappers who can make caves look actually good with displacements
A few tips from my limited experience in dealing with Hammer:
You can try making a grouped "hallway segment" for your map out of four brushes ( Walls, floor, ceiling. ) and shaping it with the Vertex Tool, duplicating that segment when required and repeating the process from there. Once you're happy with the rough shape of the whole passage or network of brushes, convert them to displacements and see how it feels to sculpt from there.
Applying noise to surfaces makes them instantly feel more "believable", too. I like to use a range of -4 to +4 units on floors and ceilings, and a range of -8 to +8 for things like rocky walls ( Your mileage may vary here depending on what kind of surfaces you're making, of course. Not everything has to be bumpy, and some surfaces may need to be even messier )
Once that's done, smoothing floors a little bit ( Especially in places you expect players to navigate! ) to make inclines easier to traverse, and softening the transition between floors to walls and walls to ceilings can tie the whole thing together.
Also the most important tip I think I could bestow upon you is to look at any relevant tutorials from TopHATTWaffle's channel if you haven't already. Even after an entire DECADE, they are still unbelievably useful.
Happy mapping!
Skill issue
Do in Blender 💪
@@mil260zs it's just practice. one tip that makes it a lot easier is working with cubes as starting brushes so it's easy to align all the vertices, making sewing and stuff like subdivision way easier. also, group your displacements so whenever you go back to sculpting etc., you don't have to select each face again and again (and forget one)
I joined a dust bowl server recently where a guy called “heavy in wall” displacement clipped in the wall outside blue spawn and kept shooting us through it lol
Funny spot
How? I though it was fixed.
HES IN THE GODDAMN WALLS
That wall's a bloody Heavy!
“Random spots that serve no purpose”
-shows first step of getting to the best sniper spot on the entire map.
Best Engineer Sentry teleporter and dispenser spot on the roof too.
I'm assuming it's because you can't actually make that jump too the roof from there but could be a rare occurrence of LED sarcasm.
Getting up there would be huge - I love Hoodoo stage 2 because its fun sneaking teleporters on that roof and I wouldn't need a sentry jump to do it.
Only thing I can think of for No Hull Collision setting is being used as snow on top of a floor collision.
fake wall secret waterfall gamer moment backrooms clipping secret spooky secret
Very smart!
@@MadContendery i had a stroke reading this
You right!
@@LEDsOr you could say: "You LIGHT"! Ahahahahahahaha
Help me
3:24 collision data takes disk space, memory and CPU time. By disabling collisions on displacements that nothing is ever going to hit (mostly in the 3d skybox), you save up on that data.
I didn't know that
The running gag of the player getting sniped got a chuckle out of me everytime it happened.
Anyone that has worked with displacements in hammer knows about the pain of saving, closing the program only to have to fix all of your displacement seams afterwords because of floating point errors
hammer++ in the modern age is a godsend
1:33 spheres are a massive pain too, they always end up getting corrupted
@@alexkoehn5036this is the way
tf2 mappers be like: I have this giant walkable space above the map. This shouldn't be a problem.
Wut the ville?
laggy map
A good practice to avoid clipping through it's to put nodraw brushes near to displacement surfaces. Not only in seals the map properly, it also helps with visibility culling.
This too
I will disclose this secret since NO ONE who talks about OOB explains how to find these exploits, even though it's well known between exploiters:
Out of bounds displacement glitches ALWAYS happen in/near coordinates that are powers of 2. Don't believe me? Go to any map that has these glitches, type cl_showpos 1 in console and see for yourself. That's how exploiters find these glitches to begin with. If you find a displacement that sits in a coordinate that's a power of 2, you will most likely be able to get stuck in it, and maybe phase through the displacement if you're lucky.
There are still a HANDFUL of OOB glitches that haven't been disclosed by the exploiters. Including an extremely game breaking (but equally hard to pull off) one in Goldrush, by the first stage tunnel.
How the fuck?
5:22 wouldnt it be cool if teletraps just teleported you crouched down
If you hold crouch then you don’t get trapped
@LEDs I think @RustysRevenge is suggesting that teleporters ctap for you so that you'll essentially be standing up out of the teleporter if there's room, but crouching if there isn't. A good idea, I say!
3:00 the LED man doesn't get tired of the barrels in Dustbowl I guess
Aaa~😩
8:39
This sounds like another case of compiler-specific rounding issues. Presumably, the Windows code is the intended behavior, as the player is stopped from uncrouching due to the solid surface above them, yet the Linux version probably uses a different set of instructions to accomplish this that doesn't work for those edge cases due to imprecision.
Sort of like how on Windows servers, small ammo packs give 41 metal instead of 40 due to a less-precise floating-point multiply instruction being used on the former, and since the number's rounded upward to remove decimals, the lower precision gets caught while the high-precision instruction on Linux doesn't.
In the video it is implied it's done with already compiled maps, and the only thing that changes is the operative system running the already compiled map. It is likely like you mentioned some platform-specific rounding for the height check of the bounding box that on Windows correctly causes collision and prevents standing up but on Linux it outputs a different number/result allowing the player to stand up and "skip" that height check, clipping through the displacement.
@@KidaJiwo By 'compiler', I was referring to the tool that compiled the executables/libraries for the server software from the original code. Since Linux and Windows have drastically different architectures, the compiler would need to create two different sets of those files in order for them to work for each platform, leading to the possible mismatch in the CPU instructions that were generated from the interpretation of the source code.
Weird how it was never fixed, seems like an easy tweak
Idk if this was intentional, but the sentry shooting the subsrice pop-up at the end was amazing lol,
Displacement? Just place it correctly
So glad to see someone finally talk about displacement clipping! Something of note is that it only occurs near X/Y coordinates that are powers of 2. Here's a list of non-halloween maps you can go completely through a displacement & behind it:
Frontier (Fully out of bounds)
Borneo (Fully out of bounds)
Gravelpit
Hydro (Fully out of bounds but limited effectiveness)
Yukon
Nucleus (Fully out of bounds)
Enclosure
Upward (Fully out of bounds, somewhat limited effectiveness)
As someone who dabbled very lightly into Hammer mapping back in za day, I wish I could trust anyone as much as these mappers trust displacements without a foundation clip brush behind them.
The way I see displacements vs proper brushes is that displacements are comparable to wallpaper, which does its job stopping the elements from passing through but not much more, and brushes are comparable to brick, being very solid and much more reliable against roudy players - just be sure to line them up properly and don't make them _too_ thin or problems start to occur.
no hull collision on displacements does have a usecase! in jump maps specifically it is the main component of something we call "phase", where your rockets will detonate and your stickies will explode, but you yourself can go through. if you're interested in how this gameplay looks i'd recommend looking at the maps jump_phase_b4 and jump_detached_rcx for soldier, and jump_estrogen and jump_the_b7 course 5 for demoman.
Remember csgo dust 2 weapons falling through geometry? That's why.
Oh no he showed the nucleus displacement clip, now that's going to be 500 times more common than it was before 😵💫
4:10 the soldier waiting was way too funny
Literally never once in my life seen, heard of or encountered a Sniro, and I've got 10,000 hours in this game. You learn something every day.
0:16 free pootis button
Nice
5:20 I'm gonna hazard a guess that the map is Frontier.
🏆 WINNER! 🏆
3:00 😭😭😭😭
Womp womp
🤷♂️
An absolutely beautiful video! Fun and informative. Made me want to make TF2 maps myself!
Nice! 😃
Lowkey pixel jumps sound like a cool thing to use as long it is applied correctly if making a map.
0:28 soldier have becomed miner?
rock and stone
ROCK AND STONE MAGGOT.
Great video... I still don't understand Source/Hammer but this was fascinating anyways.
Also I didn't expect this video to be in HDR so I was surprised how the text overlays were startlingly bright compared to the screen recordings like at 1:00... might need to check that lol, HDR is tricky especially on UA-cam and some software does silly stuff with multiple "white" colors.
You’re absolutely right, it is tricky to nail down. I’m still trying to figure it out.
MY BRAIN HAS A DISPLACEMENT PROBLEM!!!!! LET SGOO /s
Goo'd my pants /srs
Ive never seen a video in HDR
You uploaded in HDR? I dont think ive seen someone do that in a long time. (I shall watch it on my non HDR phone screen lol)
Yeah man, not much TF2 HDR content out there
@@LEDs It actually started to lag the heck out of my app, so I had to swap to non HDR :,(
But I appriciate your commitment for visual clarity
0:16 I looked away to get a drink the split second this red thing on the blue background showed up on-screen, and I shit you not, I for some reason was convinced there was a giant Barney Calhoun behind Demo, filling up the screen, until I looked back to the screen and had to rewind. The human mind.
As someone who knows what they do in hammer I can say
There was an ancient technique of make brush displacements
It's like a simple form of displacements, vertex manipulation of triangular brushes.
It's like Alot of triangular brushes, changing their edges positions to make terrain.
It was used in the beginning of hl2 development and in hl1 I think
Yup, and also in the original Dustbowl from Team Fortress Classic
I haven't seen any of your videos before but in just the first 4 seconds i knew you're awesome, rock 005 front and center
Thanks bro
1:19 The block tuah 🤪
💀💀
I really like your videos. You speak in a technical and serious way, but the scenes you use to represent what you are saying are so funny!
❤️
Love your informative videos about these niche (and sometimes global) TF2 things I've never dug deep into. Keep it up, sir! 🎩🎩🎩
🎩
6:26 at this point cashworks will probably go in history as an example of how to not make a map
8:33 This map still has purple spells that drop from the skeleton king after he’s killed, and you can still get the minify spell from them.
Displacements and the clipping tool are the reason why i stop mapping anytime i try to learn
8:40 a possible reason why you can displacement clip on linux servers and not windows is the precision difference: linux has ms accuracy for timers and windows has ~15ms accuracy with significant jitter. depending on how source makes a tick or does physics it could mean that the threshold for floating point comparison is wrong, or the linux server has dt values that are too small or prevent colision entirely.
the power level doesn't increase vertex count, it increases the division. the "weird parameters" are there for optimization. if the displacement is out of bounds (so no player interacts with it), you can disable collision which then doesn't have to be compiled, resulting in faster compilation times and smaller map file size.
I said it increases the number of vertices you can work with.
@@LEDs yea but a rectangle only ever has 8 vertices in hammer :D
6:06
So THAT is how you are supposed to reach that outcrop?
6:29
It sure came in handy.
It’s one of the hardest jumps in the game. I don’t recommend trying it, this was just for demonstration purposes.
@@LEDs
It does give me ideas for a C&D spy. I mean, people don't tend to check up cliff walls.
I could try to add hurt triggers to prevent any exploit, if even found, it will be useless to use. On second though, making a check where no bullets would pass trought
i never understood why source handles displacement likes this, doesnt help that what source calls displacement is like, completely antiquated lmao.
Because the maps' entire optimization process is based around "binary space partitioning", which comes all the way from the development of Doom, and the way it works is that every difference in map geometry cuts the map into segments that it can turn off and on, as well as quickly figure out what can be seen or not seen by the player. Complex geometry is confusing for the program and concave geometry is due to some shenanigans impossible.
You didnt actually explain why displacement clipping occurs... if you do know i would be interested in hearing
Over simplified collision detection that mostly just works.
In short, it comes from way long from Quake with it's cheap implementation. These boxes collisions, yes.
I wouldn’t know, it has something to do with the game’s code and Linux
displacements are just quake 3 patches but upgraded a bit
I was so focussed on the random perfectly cut deaths
I want to see versions of these classic maps that replace all of displacements with flat surfaces
That sponsor transition was smooth as hell
Thanks!
5:20 My guess is Yukon
Nope
doomsday :D
My Favorite Tf2 topic discussion
WALLS and/or FLOOR
2:55 RINGINGRINGINGRINGING
You could use the displacement with no hull collision to do something like waist high snow or something
I am gaining some forbidden knowledge
And i dont know how scared i should be
7:24 🤓 Actually that pyro can use that pixel walk to get onto the roof and destroy the sentry nest that's always there. You need to play Hoodoo more.
🤔
valve shall switch to windows servers now
they should really be fixing linux tf2 so it rounds correctly, linux uses much less cpu than windows (thats why valve uses it)
linux uses less cpu/ram than windows + valve should fix linux tf2
3:08 hi mapper here. The reason these exist is to make different types of clipping in games where the displacement clip doesnt exist and also to make decorative displacements whose collisions should be disabled in different ways.
Disabling all 3 is super useful for making a shoreline wave, or a small trash pile, etc
8:40 I'm more interested in why this only works in places where your position is either x or y = -(2^n) which is not explained in the video
not a legitimate explanation because I don’t use hammer but it’s good to note that 2^n could be the barriers for certain types of number. In binary, the amount of digits always corresponds to 2^n-1, I.e 000 = 0 and 111 = 7 (or 2^3-1) or 00000000 = 0 and 11111111 = 255 (2^8-1). When you have a negative number, it’s a little more complex but basically it has a leading bit (an extra 1 to display its negative at the very start) and the original number is affected by Twos Complement, where you invert the whole number then add one. Makes it easier to work with. Look up a calculator for it - it’s kind of hard to explain in text.
Essentially what could be happening is that it’s reading your collision position wrong by - perhaps - using the negative as a part of the number - making 1 1000 0001 calculate as 193 instead of -127. No collision detected at position 193? go ahead! My guess is that the compilers are slightly different in Win vs Linux causing this mismatch to occur - perhaps a developer tested collision code on windows instead of Linux and missed an edge case. It’s likely not exactly that but the likelihood it’s to do with binary numbers - and how negatives are handled in the engine - is *incredibly* high.
I just wanted an excuse to talk a little about binary math and how overflow can be handled (and has been handled in one or two of my own mistakes).
the HDR white text caught me off guard lol
I had no idea Source had problem with concaves, damn! That really intrigued me. Seems like such a specific thing but there's probably a good reason for it right? ...Why can displacements have it and not other things though??? Why??
I guess it just has to do with how the engine reads blocks vs displacements? Like displacements don't go through the same checks and calculations as world geometry. This is completely different in Source 2, though.
@@LEDs hey thanks for replying :]
Displacements are so difficult to work with. Zbrush it is not. I hate the archaic tool so much.
Honestly thought this was going to be about how huge of an issue TF2's hit registration is especially with the whole sniper headshotting you around the corner and spy backstabbing you from 3 feet away and facing your front.
This takes "He's in the walls" to a whole new level
everytime i watch one of these videos, i bust everwhere
3:00 Incoming!
Lmao
i skipped five seconds at the perfect time to make him say "this video is sponsered by- *money"*
I feel like the mystery map could be either Vanguard or Foundry leaning on both but I'm likely wrong
Neither
I miss old cashworks :(
valve didnt "create" the displacement thing, but rather a feature from the quake engine afaik. Hammer editor seems to have reworked the interface for useability much more than radiant ever did though. Seems like they half-baked the considerations regards to the physics and boundry checks when it came to some of source engine's improvements however, since it more or less worked fine in quake engine
Awesome sauce video, lighting!
particularly based video, thank you LED
Thanks for the based comment
5:20 is the tunnels between A and B in Gravel Pit
No
Amazing quality video ❤
Stupid Question: why even use displacements if you can (automatically) create similar surfaces out of tiny brushes? Are displacements brushes under the hood?
Displacements are "cheaper" to render, allow blending textures, have better lightning smoothing. The brushes suck to sculpt, "unreliable", and don't resolve collision bugs (referring to pixel walking)
To see the maximum you can get from brushes, see counter-strike de_dust2 cliffs near CT spawn.
Tiny brushes are always bad. Displacements are not brushes under the hood.
exactly what xDshot said, a map that is just made out of brushes takes forever to compile and will likely cause gamers with lower end PCs to have really bad fps. sometimes it's better to make something a displacement even if you don't intend to sculpt it, just because it's so cheap and makes next to no difference to how it looks.
Adding on to this, some mappers use displacements for blending textures on man-made stuff, like the walls on Embargo and Sandcastle, for example.
that's why bsp is the goat and hulls should be disabled on most displacements
Heya LED--my room's been pretty dark for five days now,, and I was wondering when you would switch on again?
Wouldn't be also a collision fix to check to binary code to compare the collision check between Windows and Linux to fix it that way?
Funny thing is, vbsp used to compile separate collision info for linux, later it removed, probably shouldn't
Displacement? Like physics?
do displacements have better performance than static props?
I thought I was watching solarlight so when I saw the green beard and hat I was scared then realised it wasn’t solarlight
Babe wake up LED posted
😱
5:20 Blu's 3rd Spawn on Frontier?
Yes
TF2 without modelling problems isn't TF2
Or hats, characters, visual style, color, gameplay balancing, and community, and more.
(Team Fortress Classic too)
great video my brother
There are definitely maps that have those stair that fuck up explosives
He he he demo go boom :)
Yes i noticed thar was a revolver and not a black 😅 in the thumnail
5.20 breadspace? Not sure
Nope
I like this funky little game
i love your channel
8:39
LINUX STRIKES AGAIN
bullets but no fire seems like glass
HDR video!!!!!!!
🤙
i love protruding vertices
3:01 huh
Uh
I wish school lessons were taught like this
Led how do your videos consistently desaturate my phone screen, like its only yours and im terrified of the witchcraft being used
HDR? I noticed that on my smart tv.
It’s the HDR. When I watch UA-cam videos through the UA-cam app, it doesn’t work so the colors look weird, but if I watch it through Safari or Chrome, or if I watch on my PC through my HDR monitor, it looks good.
iNotortious uploads his videos in HDR as well, so you can check those out to compare.