Off Camera Secrets | Portal 2 - Boundary Break

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  • čas přidán 16. 04. 2017
  • I dont plug my patreon in the videos because I want to keep the content pure and timeless. However currently I am accepting for support as i recently quit my day job to push this series as far as it can go. If you visit the patreon page, there is a video that explains my whole story. / boundarybreak
    Fans have made a discord chat room if you guys like that stuff. Heres a link: / discord
    Logo by rainbowcupcakemonster.com ( / rcm_art , pixel design by Clay Burton: www.clayburton.ca
    Outro art sourced and repurposed from Startropics, animated by Clay Burton: www.clayburton.ca
  • Hry

Komentáře • 4,4K

  • @aegidiusaurelius
    @aegidiusaurelius Před 7 lety +5935

    I'm glad you chose to do a Source game even though players have the ability to do them because you found a lot more stuff here than I ever would have been able to notice. This is one of my favorites games and this was an awesome video!

  • @gigaboom_7212
    @gigaboom_7212 Před 5 lety +2879

    "Dad are you space."
    "Yes I am space. Now we can be a family again."

    • @raxnm2851
      @raxnm2851 Před 4 lety +23

      200 likes, wooo

    • @ssenate66
      @ssenate66 Před 4 lety +8

      Raxnm 300

    • @ssenate66
      @ssenate66 Před 4 lety +7

      wdwwadwafwefae he had 300 likes, I updated him.

    • @worldrecordcherrylicker8228
      @worldrecordcherrylicker8228 Před 4 lety +21

      wdwwadwafwefae 13:18

    • @Ooffoop
      @Ooffoop Před 4 lety +16

      wdwwadwafwefae yh right at the end just before the end segment the comment is just one word off I think say “Now we are a family again”

  • @VenomXRaptor
    @VenomXRaptor Před 6 lety +2957

    Sort of explains why Source games have such tiny file sizes.
    Also shows how freaking creative the devs are.

    • @paulbendtsen1270
      @paulbendtsen1270 Před 5 lety +41

      Nice picture man 🤣

    • @deactivatedHonda
      @deactivatedHonda Před 5 lety +72

      Tiny files sizes? TF2 is freaking 20 gigabytes!

    • @sharkattack6431
      @sharkattack6431 Před 5 lety +30

      were*. Now they only care to make moneys from other people's games (steam).

    • @sharkattack6431
      @sharkattack6431 Před 5 lety +5

      @Shallex what are they doing?

    • @sharkattack6431
      @sharkattack6431 Před 5 lety +7

      @Shallex When was the last game they made? THEIR game, not someone else's game that is just on steam

  • @angelinadash2396
    @angelinadash2396 Před 4 lety +973

    Fun fact for those who don't know..
    The​ developers have stated that when they are making mechanical objects such as wheatley, they want it to be as mechanically realistic as possible. No magically hovering gears, no gears overlapping magically, essentially something you could build in the real world.

    • @alexrawson8492
      @alexrawson8492 Před 4 lety +63

      It's actually been done, though without the AI obviously.

    • @monad_tcp
      @monad_tcp Před 4 lety +58

      @@alexrawson8492 though without the AI , yet

    • @alexrawson8492
      @alexrawson8492 Před 4 lety +9

      @@monad_tcp Because that would be a constructive AI to build.

    • @AAAAAAA-nh7jv
      @AAAAAAA-nh7jv Před 4 lety +1

      So you're telling me....

    • @haileyen353
      @haileyen353 Před 4 lety +45

      Except for the "eyelid" parts, they couldn't fit those in reasonably AND realistically.

  • @andrewmercer987
    @andrewmercer987 Před 5 lety +1080

    That water particle effect is from when Weatley accidently turns GLaDOS on and its head gets pulled out the water

    • @normalcat
      @normalcat Před 3 lety +21

      that may be it but it’s invisible from the outside

    • @ecl050686
      @ecl050686 Před 3 lety +6

      Yes correct

    • @laserdragon1253
      @laserdragon1253 Před 3 lety +10

      The fact that you used "it's" as in "it is" instead of the proper "its" for that physically and mentally wounded me.

    • @AnnoyingBastsardonSteam
      @AnnoyingBastsardonSteam Před 3 lety +18

      @@laserdragon1253 who cares?

    • @gram.
      @gram. Před 3 lety +28

      @@laserdragon1253 the fact that you said "physically and mentally wounded me" had me screwing my face up in 2nd hand embarrassment ffs you're not in some Lord of the rings movie you absolute fedora

  • @Interference22
    @Interference22 Před 7 lety +818

    The ERROR thing you're seeing just means a level entity is referencing a non-existent model. Probably just means they stripped out a model only used for debugging to save on memory.

    • @satan2k
      @satan2k Před 7 lety +37

      you're totally right :-) on other source games, it's usually painted on red.

    • @beanoptodon
      @beanoptodon Před 7 lety +22

      it's like in Gary's mod when you see models that another player used but you yourself haven't downloaded or have any data of it

    • @Interference22
      @Interference22 Před 7 lety +19

      Exactly that, only in this case it looks like they had a custom model for a debug object, like, say, a camera view or point to teleport to, and either removed it when they shipped the game or it was in some external development directory that wasn't packaged with the game data.

    • @yt_user1772
      @yt_user1772 Před 7 lety +1

      Interference22 I'm very interested what is that model and texture of BLUE ERROR cause every game like portal 2 have all materials but error ?! maybe that just test

    • @yt_user1772
      @yt_user1772 Před 7 lety

      Satan 2k not at all like in Garrys mod you see red errors yes? but I see also green yellow red-yellow and like that I'm interested why is it colloring with other colors you see only red color or more?

  • @quaternaryyy
    @quaternaryyy Před 7 lety +705

    The reason for the metal-textured "mirror" hotel room is that it acts as collision during the Container Ride sequence. Your physical body is actually in that room, but using an entity called a viewproxy, your camera is placed in the moving, destroyed, room. Forces are applied in the mirror room that match what's going on at the fake hotel room. This is because the Source engine really doesn't handle collisions smoothly on moving, swinging, shaking, rotating geometry like in the container ride.
    You can actually tell when you're viewproxied - you can't crouch. Just a little bug :)

    • @quaternaryyy
      @quaternaryyy Před 7 lety +109

      Oh, and the reason for there being two different copies of that light bridge map - Source SUCKS at dynamic lighting. Really bad. As counterintuitive as it sounds it's better for performance to have two copies of the room instead of switching the lighting in one copy!

    • @AiurIkiza
      @AiurIkiza Před 7 lety

      I was about to write that I think that's what it is, guess I wasn't wrong, huh :P

    • @Interference22
      @Interference22 Před 7 lety +15

      Jesus christ. That's a lot of work for one effect.

    • @thesral96
      @thesral96 Před 7 lety +6

      2:48 Do you know why they did this? I've seen it quite often in Source games.

    • @alexhall8999
      @alexhall8999 Před 7 lety +10

      Wow, first I never knew the little room even existed until this video and now I have an in-depth explination as to why it is there. Thanks for takin' the time to write this out!

  • @andressedillo2023
    @andressedillo2023 Před 5 lety +840

    "dad, are you space?"
    "Yes, now we are a family again"
    -space core

    • @MetaFanWing
      @MetaFanWing Před 4 lety +3

      Andres Sedillo
      Pretty depressing.

    • @wheatleythe_bigmoron_1179
      @wheatleythe_bigmoron_1179 Před 3 lety +2

      Nice

    • @user95827
      @user95827 Před 3 lety +1

      @@wheatleythe_bigmoron_1179 You have the best name ever Ha Ha

    • @HytenX
      @HytenX Před 2 lety

      yes, space got married to a core and gave birth to space core xD

  • @guidingkeyblade7834
    @guidingkeyblade7834 Před 4 lety +212

    9:27 Remember when you're solving the test and the power goes out? I think that's when you transition.

    • @mikzpwnz_3199
      @mikzpwnz_3199 Před 3 lety +24

      After some looking at multiple playthroughs, I can conclude that it has something to do with the lighting. As from the "powered down" version of the room the lights objects are still there and are clearly visible but the light source is not connected with the lights. The game even does convincing tricks (forcing you to stand next to Wheatley before the escape opens, urging you away from the room and giving you a clear path forward by turning on the hard light bridge) to make you not to see the room does not "power back up" as it's permanently dark. As to why I can think of 2 reasons. 1 it is practically impossible to change/delete dynamic lighting sources in the game engine during the level. 2 it is much more code efficient (therefore more smooth and stable) to teleport 2 objects (you and the cube) and turn off syncronised objects (the hard light bridges).
      Edit: while i said dynamic lighting, I don't think portal 2 had any because that was mainly pushed in the next generation of games. It would probably be more accurate to call it the multiple array of light sources of varying intensities, but that is a mouthful and the point still stands.

    • @randomcatdude
      @randomcatdude Před 3 lety +11

      @@mikzpwnz_3199 Correct. Portal 2's engine, Source, really sucks at dynamic lighting. The best thing that it has for dynamic lighting is Projected Textures, which are basically textured spotlights with optional shadow mapping, that also don't have any bounce lighting at all.
      Source primarily uses baked lightmapping for lighting the world. This means that the lighting can't really be changed much at all in real-time. There is "lightmap paging" that allows a baked light to be switched off, but it looks very bad as it disables bounce lighting completely for that light to reduce the amount of lightmap pages generated.
      So, for a large-scale change in lighting like this, it's best to just duplicate the entire room, and seamlessly teleport the player and any other objects across.

  • @mildly_miffed_man1414
    @mildly_miffed_man1414 Před 6 lety +2743

    When you said drones instead of turrets it physically hurt me

  • @SpAMCAN
    @SpAMCAN Před 7 lety +2943

    If you'd decompiled the maps, you could find out the true reasons for many of these seemingly random objects existing, or figure out the reason why various areas are built how they are. I'll go over the ones I can remember off the top of my head, though:
    0:44 - This ERROR message is actually the GLaDOS NPC (also used for the announcer voice). It needs to be in the map somewhere, otherwise the dialogue can't play. Not sure why it was showing up as error.mdl in your version, it usually uses the axis helper model...
    1:00 - Those two rooms are entirely different in model, texture and lighting, and are thus separate.
    1:15 - Oh, there's GLaDOS again. Only the model is working now? Weird.
    1:40 - This simplified version of the room is actually where the player is located on the map. They're trapped in this tiny version of the room, and their camera is mirrored in the moving version of the room. This is done so that the movement of the room and the dynamic physics objects don't collide with the player and break the scene. It keeps the camera far more stable, too. Once the room crashes through the wall at the end, the player is teleported to the camera's position.
    2:25 - This is called a "3D Skybox". This is a feature of the Source engine which allows for an area of the map to be scaled and used as a skybox image. They do this because if you were to try and recreate this scale of environment in worldspace, it wouldn't fit in the Source Engine's fairly small map size.
    3:20 - That cube is probably GLaDOS (or the announcer). I'm too lazy to load up Portal 2 to find out for certain, but usually they'll use a model that's already loaded into memory, like the cube, or something low-footprint like the previously seen axis helper. Source doesn't allow you to have objects outside of the sealed areas of the map (inside 'the void') at compile time, so if you see something like this that isn't directly connected to something inside the map itself, it's not a mistake and it's probably some internal actor entity.
    4:20 - That splash effect is visible during the power up animation. For some reason, they didn't stop triggering it after she's powered up? Weird.
    6:17 - These are the transition boxes; this is something of a hang-over from Source being intended for 'seamless transition' style level loads akin to Half-Life 2. When a player loads into a level, a transition is performed in one box, and when they are due to leave the level, a transition is performed in the other. The fades at the start and end of the level hide this.
    7:25 - They had an actual bird model... I don't really know why they used that brush model there. I guess it fit within the memory budget better, I don't know.
    9:00 - These rooms are separate because the lighting is different. That's seriously the entire reason. Source's support for dynamic lighting extends to ugly, non-bounced lightmap page switching, or projected textures (the dynamic shadowing lights used throughout Portal 2). Generally, lights are otherwise entirely static in Portal 2. It was easier to teleport the player to a different copy of the same room with rebuilt lighting than it was to work in some kind of dynamic solution for turning off static lights. Valve do this a lot; Episode 1's razor train sequence has three (I think) different trains.
    11:31 - This is the same thing they did with Dr Breen in HL2, and every other on-screen sequence. Portal 2 did add support for playing Bink videos in the world, but that'd take up a bunch more drive space than just plopping a render texture camera in front of Wheatley. The simplified model is to fit within the memory budget; Similarly, Breen's on-screen version in HL2 is only his torso.
    12:30 - Ewwww. I'd forgotten those arms were rigged like that.
    13:00 - Aww, you didn't show my favourite thing about this scene! The portal seen within the cutscene is entirely fake. It's just a hole cut out in the ground between the Central Chamber and the surface of the Moon with a fake, texture version of the portal border effect.
    Phew, I think that's everything that needs explaining. Everything else is sorta just self-explanatory, like the use of fog and lighting throughout the game to make things seem more mysterious. I'm not gonna explain the portals themselves, I'll do that some other time.

    • @martinnieva8484
      @martinnieva8484 Před 7 lety +69

      SpAM_CAN one question, how do u know that. im pretty sure that u r a source engine's developer.

    • @SpAMCAN
      @SpAMCAN Před 7 lety +318

      I've worked with Source for 8 years or so, and became a full licensee a couple years back, working on Portal: Outside Influence.
      Also, Valve talk about this stuff a fair bit. They've published papers and done talks and stuff, and there's the Valve Developer Wiki with a bunch of info on too.

    • @AnachronisticALLOS2401
      @AnachronisticALLOS2401 Před 7 lety +90

      I was gonna comment about the proxy camera with the relaxation vault, too. Pretty sure they also used that technique for the tube ride to GLaDOS' chamber, for the same reasons.
      Ex-Portal 2 mapper here, by the by. Started mapping for Portal 2 around 2012, stopped doing it two months back. I alternatively still make Gmod maps, though.

    • @MXarcx
      @MXarcx Před 7 lety +21

      And there is also the awesome in game commentary ^^

    • @captainobvious9201
      @captainobvious9201 Před 7 lety +21

      Im pretty sure the cube outside the map was a base cube.
      It's basically a texture the game uses as a base and then clones it so you can make a spawner that spawns objects. Like the "master turret" in the game after a while, and replacing it replaces all the turrets.

  • @dageogaming4478
    @dageogaming4478 Před 4 lety +705

    I just wanted to know what Wheatley does when we have to look away... :(

    • @Scamper10
      @Scamper10 Před 4 lety +204

      The first time, you can stand on top of him to see, he just does a small animation where his front part moves back and forth.
      The second time you can use portals to see him. He just swings and breaks the glass

    • @average7557
      @average7557 Před 4 lety +29

      @@Scamper10 you Dont even have him to break it. You can just glitch and put the portal in

    • @Scamper10
      @Scamper10 Před 4 lety +29

      @@average7557 I know, but that was not my point. I was talking about what happens when you DO look away.

    • @BaileyP2SR
      @BaileyP2SR Před 4 lety +5

      your average SU fan or if you’re a Pro Gamer(tm) you can shoot through a pixel of the door and not use a turret at all. Or I guess you can use two defective turrets to fly. Either or.

    • @Lunarcreeper
      @Lunarcreeper Před 4 lety +15

      dageo gaming
      First one:
      His eyeball spins
      2nd one
      He slams his face into the glass

  • @maxmoefoePokemon
    @maxmoefoePokemon Před 5 lety +436

    I want to soak my bones in gravy

  • @erikacutie69
    @erikacutie69 Před 6 lety +104

    11:22 **breaks wheatleys monitor while showing the outside boundary stuff**

  • @genericusername8215
    @genericusername8215 Před 7 lety +1248

    Can you Boundary Break real life? I need to know what I'm standing on.

    • @BoundaryBreak
      @BoundaryBreak  Před 7 lety +223

      likely a rug!

    • @tsukileo897
      @tsukileo897 Před 7 lety +64

      Shesez can you boundry break my pants?

    • @tsukileo897
      @tsukileo897 Před 7 lety +24

      Gamey Firebro Fnaf is just a bunch of pictures so you cant

    • @Kingdragonbg
      @Kingdragonbg Před 7 lety +1

      Blacktoast 1234 what's the song at 520

    • @twosetcello7901
      @twosetcello7901 Před 7 lety +11

      Blacktoast 1234 There is a blue error where you appear to be standing

  • @LJohnsonStudios
    @LJohnsonStudios Před 5 lety +173

    i think the water effect in glados is from when she lifts herself up, they just didn't remove it.

    • @Lunarcreeper
      @Lunarcreeper Před 4 lety +10

      LJohnsonStudios
      I think it’s a splash effect for when you walk on the mud,
      I think they accidentally attached it to glados and when he was using free camera
      He was “touching” the splash effect trigger
      Which caused it to splash as if he was walking on it

    • @zeallust8542
      @zeallust8542 Před rokem +1

      @@Lunarcreeper You can see the effect when shes getting up too, the one thats inside of her.

  • @nicolassteckert7149
    @nicolassteckert7149 Před 5 lety +296

    "But we need to talk about parallel universes"
    You couldn't make this better

    • @Rahul-yl3ol
      @Rahul-yl3ol Před 5 lety +17

      Nicolasmcfly not many people got that pannenkoek reference :/

    • @Muhammad_Nuruddin
      @Muhammad_Nuruddin Před 4 lety +8

      An A press is an A press, you can't say it's only half.

    • @iamthetable8131
      @iamthetable8131 Před 3 lety

      @d lmao get a life

    • @sheez7734
      @sheez7734 Před 3 lety

      @d you must be fun at parties

    • @4en0
      @4en0 Před 3 lety

      @d are you alright

  • @adelai12
    @adelai12 Před 7 lety +597

    Glados had water cooling before it was cool. Or done properly.

    • @sillybilly369
      @sillybilly369 Před 6 lety +34

      I was always confused as to why they took the time to put water effects inside of a character... makes you wonder

    • @ManoredRed
      @ManoredRed Před 6 lety +38

      Same reason behind all the other stuff that is inside games but never gets used: because it was going to be at some point, then they changed their minds but left it there either due to forgetting or due to fear of its removal breaking something due to some connection they forgot about.
      I'm gonna guess that water spray was the beginning of some effect Glados was going to emanate, but it never went forwards and ended up being forgotten or they didn't see a need to remove it.

    • @coffeetext
      @coffeetext Před 6 lety +55

      The only explanation I have for this is that the particles are present to create the wet/dripping effect GLaDOS has while she emerges from the puddle she wakes up in.

    • @sillybilly369
      @sillybilly369 Před 6 lety +19

      Well shit, for such a simple explanation I can't believe I didn't even think of that. I don't even know how many times that I've beaten the game and I just noticed that she was in a puddle before ressurection. I kinda' feel stupid now lol.

    • @coffeetext
      @coffeetext Před 6 lety +12

      WhoppingGold _617
      I don't blame you for not noticing. It took me a while to realize it was me walking in water that was making splashing sounds on my first playthrough.

  • @DJBatcat
    @DJBatcat Před 7 lety +306

    Yep, I am a source level developer myself and the backdrop is indeed far away from the main map. This thing is called a 3D skybox that is used to make the level seem bigger than it actually is. Put a 1 meter long cube in the skybox and it will appear like a 16 meter long cube in the skybox.

    • @DJBatcat
      @DJBatcat Před 7 lety +45

      Those weird cubes by the way are to properly handle the level transitions, we add them in maps as well whenever we use an elevator instance

    • @DJBatcat
      @DJBatcat Před 7 lety +42

      That axis thing 'that helps developers' is an important instance I remember that has some script-entities in it.

    • @DJBatcat
      @DJBatcat Před 7 lety +5

      The Deadly Gamers Yeah you're right it depends on whay you pick for the sky_camera

    • @Kyle-xk5nc
      @Kyle-xk5nc Před 7 lety +1

      Are you actually a developer?

    • @DJBatcat
      @DJBatcat Před 7 lety +19

      Yes I'm one of the level designers that is working on the mod Destroyed Aperture. Apart from that I am also the creator of the Batcature Laboratories maps that JoshJepson played on his channel. There's a lot of stuff in my workshop :)

  • @mlgdankfrog9622
    @mlgdankfrog9622 Před 5 lety +123

    “I like to learn with you, the audience” suspiciously sounding like an alien

  • @rufel37
    @rufel37 Před 3 lety +27

    I absolutely LOVE Wheatley's look at 2:10. "Umm... Ya done, mate?"

  • @Hello-cn9ul
    @Hello-cn9ul Před 6 lety +240

    That is a very amazing joke you made 11:01

  • @DarthVader-pl5ts
    @DarthVader-pl5ts Před 4 lety +85

    I love how calm wheatley is at the sight of you ohasing through solid objects.

  • @mrtoast5987
    @mrtoast5987 Před 5 lety +35

    The drones -_-
    I need to find a tall building

  • @nullmoore9943
    @nullmoore9943 Před 6 lety +580

    Drone
    Shell
    GLaDAWS
    ༼ つ ಠ_ಠ ༽つ

  • @MrFusion
    @MrFusion Před 6 lety +639

    Kinda disappointed you didn't explore the underground area more. I really wanted to see the dry dock for the Borealis.

    • @emblaze1754
      @emblaze1754 Před 6 lety +10

      John Spade hi brother

    • @rustiekim
      @rustiekim Před 6 lety

      John Spade w

    • @rustiekim
      @rustiekim Před 6 lety

      WalkerIsCool who’s?

    • @kfaughter4350
      @kfaughter4350 Před 6 lety +17

      me too, i wouldve also liked to see more of the ending with the opera, he does a lot a videos too that i am disappointed by because he didnt do something i want
      a big example of this gta 5 because i wanted to see what was inside mount chiliad and see if theres really is some kinda easter egg

    • @themastersmadface8241
      @themastersmadface8241 Před 6 lety +20

      klow 43 The opera was a cutscene.

  • @ChupachuGames
    @ChupachuGames Před 4 lety +31

    2:38 That skybox is a little mini-map mappers make to scale up the background by about 8 times, used in HL2 for the citadel and just about every Source game.
    6:05 Also the floor is sealed under those props because a prop doesn't seal a map, so they needed to use real geometry to stop the map from leaking into the void.

  • @polishworm9444
    @polishworm9444 Před 5 lety +18

    8:57 There is a similar thing in first Cave Johnson's test. There are actually two versions of the sphere near each other, one "normal" and the dark version from which the player is teleported from at the beginning of the test when the lights are turning on.

  • @TimelineGoddess
    @TimelineGoddess Před 7 lety +596

    "But to answer that, we need to talk about parallel universes."
    D-Did he just...
    He just...
    *Super Mario 64 File Select theme plays*

  • @countcampula
    @countcampula Před 6 lety +773

    Discovered skyboxes.

    • @tango3019
      @tango3019 Před 6 lety +30

      Grand Admiral Thrawn *3D skybox

    • @crackernipple6020
      @crackernipple6020 Před 6 lety +99

      Source games have pretty fun skyboxes, if another player enters the skybox he will seem gigantic to everyone on the map looking at the skybox

    • @lassihelin4187
      @lassihelin4187 Před 5 lety +16

      so true. as a semi-map maker skyboxes are a lot easier to make than what first thought. but seeing whast happens if a player is in one? hoo boy its a nightmare. why am I even saying this...?

    • @esraeloh8681
      @esraeloh8681 Před 5 lety

      Dump all sorts of props in it

    • @averythesuperhero
      @averythesuperhero Před 5 lety +3

      I tried making my own map with Hammer (so many hours of my life were wasted), and actually made some good progress! But, when it came time to make the 3d skybox, I could not do it for the life of me. I had to do friggin' math for it, too, and them my graphics card got corrupted, and I thought it was my hard drive yada yada yada now my map is lost forever.
      I think I'm gonna take a break from Hammer for a while.

  • @Brando216
    @Brando216 Před 5 lety +96

    "Dad I'm in space"
    "Im proud of you son"
    "Are you in space"
    "Yes now we can be a family again"

  • @saucepart2electricboogaloo461

    0:18
    Shes riding an invisible unicycle :3

  • @heniskindaoutofhere4222
    @heniskindaoutofhere4222 Před 7 lety +104

    I can't believe it. You actually did it. I didn't even think that's where you would end up going.
    "First we need to talk about parallel universes"

  • @CreationCarlos
    @CreationCarlos Před 7 lety +154

    It's hilarious as someone who knows a lot about how the source engine works hearing Shesez question things about the source engine like why the white void appears after going too far out of bounds.

    • @BoundaryBreak
      @BoundaryBreak  Před 7 lety +33

      im glad you at least found some way to enjoy the video!

    • @voidofspaceandtime4684
      @voidofspaceandtime4684 Před 7 lety +5

      +Shesez Garry's mod also deploys the 3d map projection. Go on virtually any garry's mod map, hit v, and go outside of bounds, and you can find the smaller version of a projection. On one map in particular, the 3d projection is actually a already fairly large map.

    • @voidofspaceandtime4684
      @voidofspaceandtime4684 Před 7 lety +8

      And what I think is pretty interesting is how you can just place npcs and make them godzilla monsters on the city map. It's a nice way to see how the effect works.

    • @CreationCarlos
      @CreationCarlos Před 7 lety +16

      Garry's mod is where i learned most of it.

    • @Jeddostotle7
      @Jeddostotle7 Před 7 lety +1

      Yeah, even as someone whose main interaction with the Source Engine has been Counter-Strike (I have Portal 2, the entire Half-Life collection, Left 4 Dead 2, and Team Fortress 2, but haven't played any of them in a whiiile, except for the Half-Life collection, which I bought during a Steam Summer sale and never played at all yet), I learned about the whole "projecting a smaller area somewhere else, and if you go outside the normal map it disappears" thing simply from moving around in spectator mode after dying in a round of Counter-Strike: Source.

  • @tragedyplustime8271
    @tragedyplustime8271 Před 4 lety +34

    2:29 That's a 3d skybox. It's basically a small room projected onto the "skybox" texture. That allows for the illusion of 3d space without wasting resources.
    3:20 That cube is a generic_actor entity. Essentialy, in order to make subtitles show up in dialogues, instead of using an ambient_generic (The standard sound entity), they use logic_choreographed_scene entities. These allow for subtitles, at the exchange of needing a generic_actor entity somewhere in the map. The Announcer and GLaDOS both use a generic_actor entity named @glados, and I really dunno for Wheatley (Tho I believe you either need him ingame or the @glados actor). The reason it's floating is because it's inside a nodraw cube, a texture which is not visible.

    • @RussellRRocke
      @RussellRRocke Před 3 lety

      Skyboxes have been a thing for a long time, too. Unreal Tournament 99 uses them extensively. There are probably even earlier games that use them, too.

    • @stormstudios1
      @stormstudios1 Před 3 lety

      @@RussellRRocke hes talking about 3d skyboxes and skyboxes are an essential thing to have in a game so the sky isn't just black

  • @lemonzess4202
    @lemonzess4202 Před 4 lety +16

    When you said "I have to see this" when Weatly mentioned birds that actually, really made me laugh.

  • @bulletkin3748
    @bulletkin3748 Před 7 lety +218

    GLaDOS has water nside of her to cool her system (mainly during emotional outbursts... especially anger. Chill out!)

    • @Pluvillion
      @Pluvillion Před 7 lety +28

      That's why she had a circuit breakdown trying to process what she just did (GLaDOS -or in this case, PotatOS- responded to Mr. Johnson after asking about something regarding the tests) on "The Reunion". The potato was too weak to handle her confused outburst. I find that funny. xD

    • @Gamesfan34260
      @Gamesfan34260 Před 6 lety +3

      Someone mentioned it might be for when she's first revived since she's sitting in a puddle of water.

  • @Contla3
    @Contla3 Před 7 lety +112

    So Glados is always drowing? It's a wonder she's Still alive!

    • @hyperhero2
      @hyperhero2 Před 7 lety +11

      This was a triumph.
      I'm making a note here,
      HUGE SUCCESS.
      It's hard to overstate my satisfaction.

    • @chipthegreat9817
      @chipthegreat9817 Před 7 lety

      eyyyyyyy

    • @colinouille2786
      @colinouille2786 Před 7 lety +2

      _I want_ those Portal jokes _gone._

    • @glados7036
      @glados7036 Před 6 lety

      I'm alive my name is spelled GLaDOS

  • @patiodoorman
    @patiodoorman Před 2 lety +13

    5:45 i like how as soon as he goes inside the metal and sees the spinning fan, the music drops and goes "BRRRRRRRR"

  • @noway2831
    @noway2831 Před 5 lety +17

    At least you're honest about not knowing much about the source engine.

  • @byakurenbreak
    @byakurenbreak Před 6 lety +523

    Chell, before shooting a portal to the moon: "Wheatley, I'm sorry. I love you, but until your attitude changes, I think we need a little space."

  • @Aktimoose
    @Aktimoose Před 7 lety +81

    7:46 Looks like you're QPU misaligned

    • @Daduch
      @Daduch Před 7 lety +13

      best meme

    • @nitprudo3243
      @nitprudo3243 Před 7 lety +29

      He should really try scuttlebug raising

    • @Dionicio3
      @Dionicio3 Před 7 lety +1

      An a press is an a press, you can't say it's only a half

    • @s_SoNick
      @s_SoNick Před 7 lety +1

      Well Dionicio3 "Yoshi" King_Of_Skiddos...

  • @ELFanatic
    @ELFanatic Před 4 lety +18

    8:59 I think they talked about this. When they were designing the tests, they found it easier to have the player warp to the test room since test rooms often changed frequently as they developed it. Before release they removed all the warps except for one. I believe there was a technicality that prevented them. I think our man Shesez found it.

    • @mikzpwnz_3199
      @mikzpwnz_3199 Před 3 lety +1

      If I remember it also was the turret "ambush" when you were escaping Wheatley when he rammed a testing chamber into the catwalk (test chamber 75) the space and test chamber you shoot into is not actually inside the object. I think it was not actually possible to have the interior inside the exterior as it was a moving object.

  • @dustins9c
    @dustins9c Před 3 lety +4

    10:50 always thought this was a parking lot

  • @Architector_4
    @Architector_4 Před 7 lety +19

    1:40
    That secondary room is here for a specific trick. The player is actually inside that second room in the beginning, while his POV is inside the main pretty room - which shatters and rotates and skews in different direction in the cutscene - and to avoid having player to interact with the moving room itself(which is usually weird in Source engine games) they just use this trick. This makeup single-texture furniture is here for player to collide with it while being in it.

  • @SoraHjort
    @SoraHjort Před 7 lety +31

    A lot of these tricks are common among Source Engine games. Half-Life 2 is a prime example, from the skyboxes (the areas that are broadcasted as the background), to a character sitting in a room that gets portrayed on a video screen. And honestly, these kinds of techniques future proofs games, primarily on PC. So that at higher resolutions, things like characters on a video screen don't look like it's from a low res video file, or the background looks like a old jpeg.

  • @lizardfishbird
    @lizardfishbird Před 4 lety +6

    Science is Fun is my alarm tone, so the video beginning scared the everloving crap out of me

  • @Lunarcreeper
    @Lunarcreeper Před 3 lety +2

    12:02 you can actually glitch over there before it opens up and pbody never runs away

  • @runforitman
    @runforitman Před 6 lety +372

    8:21 “Drones”
    God
    This hurt so much

    • @sprudosparde7785
      @sprudosparde7785 Před 5 lety +26

      HOLY SHIT WHYYYYYYYYYYYYYYY

    • @CaptSweets
      @CaptSweets Před 5 lety +2

      @@WebsiteCrashed same

    • @ApertureLabs
      @ApertureLabs Před 5 lety +7

      You
      have
      no
      idea.
      Haha, at least he knows p-body?

    • @ApertureLabs
      @ApertureLabs Před 5 lety +4

      MelonPlayzYT it’s P-body. Lol.

    • @ApertureLabs
      @ApertureLabs Před 5 lety +3

      MelonPlayzYT I know you’re referencing Peabody, but because it’s so well known, people often make the mistake of calling P-body “Peabody”
      So I couldn’t tell if you were joking or not.

  • @sarysa
    @sarysa Před 6 lety +64

    ERRORs, as others have mentioned, are for objects that are missing a model. (not texture...missing textures are an iconic magenta/black texture) What they probably are would be objects that regulate certain mapwide behavior. Persistent objects with code that executes when needed.

    • @ben12355
      @ben12355 Před rokem

      We DO know the reason of errors, but, why are they BLUE???
      All other source games I have played use red errors

  • @SDStudiosAnimations
    @SDStudiosAnimations Před 4 lety +4

    12:06 maybe it is because of the anticipation grill

  • @ralphmacsavage
    @ralphmacsavage Před 5 lety +7

    The minature map is how the skyboxes are projected in the Source engine.
    You can also see this as evident in plenty of Gmod maps.

  • @rooboty7137
    @rooboty7137 Před 7 lety +19

    11:03 aMAZEing you say?

  • @ptsm
    @ptsm Před 7 lety +223

    "Parellel Universes" ~0.5 A presses

    • @gasgiant1040
      @gasgiant1040 Před 7 lety +13

      An A press is an A press, you can't say it is only half!

    • @ReneePrower
      @ReneePrower Před 7 lety +5

      Sure you can. Ask any speedrunner.

    • @zane49er51
      @zane49er51 Před 7 lety +3

      It depends on the situation... in the end, if you are holding the A button, it still counts as a press. but if you know that you can hold the button down in a previous segment, then the segment alone can have 5. A presses.

    • @gasgiant1040
      @gasgiant1040 Před 7 lety +3

      I was referencing a joke about it :P A presses can be half if held in previous segments just like you said.

    • @itsthesola10
      @itsthesola10 Před 7 lety +4

      Pootis Mun that however updates the scuttlebug's home to the scuttlebug's position.

  • @SDStudiosAnimations
    @SDStudiosAnimations Před 3 lety +2

    i know why glados has that water effect. it actually took me a long time to figure it out, but when glados was powering up, she scrapes her head on the floor before getting up. there was a water particle emitter on her head because the floor was wet so when glados drags her head on the wet floor the water particle represents water

  • @nots4ltii
    @nots4ltii Před 4 lety +2

    i love how you used Science is Fun at the intro, it had such good sync

  • @VGLounge
    @VGLounge Před 7 lety +14

    11:30 that's another Source engine function, in HL2 breen/kleiner etc are in the world somewhere when they're on screen

  • @Xeletron
    @Xeletron Před 7 lety +18

    If i remember corretly that "Axsis helper" is actually either the entity that detects if you are looking up or down in the tutorial. or the entity that makes the announcer sounds

    • @Xeletron
      @Xeletron Před 7 lety +4

      And that other room next to your room is actually the room where your character is at during the cutscene with wheatley, but you see the room becouse of a camera trick

  • @slamsun6969
    @slamsun6969 Před 3 lety +1

    4:27 i believe that's the water stuff that drips out of her head when she wakes up.

  • @E_blanknamehere
    @E_blanknamehere Před 3 lety +1

    That water splash effect inside GlaDos probably has something to do with how when she first wakes up she leaks water out as she reassemble herself.

  • @hyanehighoctane
    @hyanehighoctane Před 7 lety +12

    The ground at 5:52 is or a Displacement combined with props (displacements are the way for the engine to make bumpy terrain) or a prop altogether, the thing is that neither of the options actually "close up the map" and leave a leak with causes problems when the map is complied, to "counter" this, you need to close up the map with normal world brushes, that's the reason why there is ground below the intended ground.

  • @OriginalPaperboy
    @OriginalPaperboy Před 7 lety +60

    OH MY GOSH THANK YOU THIS IS MY FAVORITE GAME OF ALL TIME!!!

  • @justanotheryoutubechannel

    Hang on, what is that radio music at 8:20!? That’s not what it played on my game!

    • @jaub1742
      @jaub1742 Před 4 lety +1

      theres the radio at 5:20 which is Exile Vilify by The Nationals but theres no radio at 8:20 bud :\

  • @silverflight01
    @silverflight01 Před rokem +3

    2:35 I love how you can explore this in TF2 while spectating matches. Use a free camera and just fly out of bounds and you'll find the models used for the backgrounds of a map!
    Heck, one of the maps used in Offline Practice also contains the room used for Competitive Mode's results!

  • @Josephrak
    @Josephrak Před 6 lety +61

    That room you found that was "blown up" for the "backdrop" is the skybox. They are present in almost every source game, especially on maps with a clear view of the sky with buildings in the background. They make that skybox, then use skybox textures to make it look like it's right in front of you, and at a larger scale. It is also updated in real time, so if you placed an object or player in the skybox at an area visible from the map itself, you can see that object or player enlarged to fit the size of the skybox

  • @Lassenissen
    @Lassenissen Před 7 lety +21

    It's cute to see you learn about the miniature-model-skybox method of the source engine after over 10 years.

  • @jameson4730
    @jameson4730 Před 4 lety +4

    4:20 the water particle is from when she awoke, the piece you were looking at bounced in the the water which valve kept even after the animation, for some reason

    • @wl5420
      @wl5420 Před 5 měsíci

      That’s not water 💀💀💀💀💀💀💀💀💀💀

  • @ARipeBanana
    @ARipeBanana Před 5 lety +2

    for the intro, when wheatley goes up in to that compartment above the room, (you don't need noclip for this), and the room is destroyed when wheatley is controlling it from above, you can see the compartment he is in, but he isn't there. it is a black box, with no wheatley inside. (test it out yourself)!

  • @alexrector2150
    @alexrector2150 Před 7 lety +60

    *P A R A L L E L U N I V E R S E S*
    Oh pannen, you wonderful meme machine.

  • @Jaies_
    @Jaies_ Před 7 lety +315

    Playing Garry's Mod actually helps you learn a lot about the source engine, btw.

    • @hyanehighoctane
      @hyanehighoctane Před 7 lety +65

      Mapping helps a lot too.

    • @hexanneeeeee
      @hexanneeeeee Před 6 lety +2

      go away

    • @edv.3788
      @edv.3788 Před 6 lety +16

      Yeah, i was surprised he didn't know about the Source Skybox technique thingy where there's a separate room :P

    • @sillybilly369
      @sillybilly369 Před 6 lety +2

      I just modded Portal 2 on the Xbox 360, much quicker, and easier

    • @edv.3788
      @edv.3788 Před 6 lety +4

      WhoppingGold _617 But on PC you just hit a button and type "noclip" and you're done lol

  • @justanotheryoutubechannel

    Yes! I’m so happy! This is one of my favourite games of all time, and I love the fact that you’ve made this! This is super cool!

  • @anotherwordly
    @anotherwordly Před 2 lety +1

    5:20 I personally find that to be a very nice soft yellow

  • @therodentman
    @therodentman Před 7 lety +21

    That trick where there's a mini version of the sky box is in pretty much every valve game, it's pretty cool walking around because if you're playing with other people you'll appear like a giant to anyone looking at the background. Cool stuff.

  • @2tvtv
    @2tvtv Před 7 lety +113

    OMG THE PARRELEL UNIVERSE THING FROM WATCH FOR ROLLING ROCKS GOT ME WEAK I LOVE YOU

    • @TimelineGoddess
      @TimelineGoddess Před 7 lety

      MrSquiggles I got the joke too.

    • @Architector_4
      @Architector_4 Před 7 lety +10

      A Boundary Break is a Boundary Break, you can't say it's only a half.

    • @Aktimoose
      @Aktimoose Před 7 lety

      Nah, I got the joke too

    • @OctaHeart
      @OctaHeart Před 7 lety +2

      It's a pretty big meme. I'm pretty sure at least *some* people get it

    • @icyclimber4215
      @icyclimber4215 Před 7 lety +8

      we need a boundary break of PUs done in half an a press

  • @maxinemaxie_
    @maxinemaxie_ Před 2 lety +1

    1:50
    the developer commentary states that during the manual override you are in this room and teleported to the real room after as to keep you from getting stuck in a wall

  • @reinatycoon3644
    @reinatycoon3644 Před 5 měsíci

    I love this series (Boundary Break) sooo friggin much Derek. I love watching episodes of games I never even played like this one. You just really make fun but relaxing and comforting videos. I'm going to become a Patreon soon when I have more funds etc. Just wanted to share my thoughts and say thank you for many nights of comfort watching your vids Shesez.
    Have a great night.

  • @TJ-Henry-Yoshi
    @TJ-Henry-Yoshi Před 7 lety +363

    Quality may-may my friend.

    • @zealiskander
      @zealiskander Před 7 lety +26

      You can't say a content is may-may! it can either be may or may but it can't be may-may

    • @thehellbell9029
      @thehellbell9029 Před 7 lety +20

      Is this because the parallel universes shit on the video? i loved it

    • @s_SoNick
      @s_SoNick Před 7 lety +27

      Oh wow, it's THE TJ "Henry" Yoshi!

    • @banjomaster6478
      @banjomaster6478 Před 6 lety +9

      Do you comment on every video that has a reference to that video? props if you do,that is hilarious!

    • @Aa-yb9xb
      @Aa-yb9xb Před 6 lety +3

      Well TJ "Henry" Yoshi, to answer that, we have to talk about parallel universes.

  • @locomokuu2471
    @locomokuu2471 Před 7 lety +68

    *PARALLEL UNIVERSES*

    • @vulduv
      @vulduv Před 7 lety +2

      no. just portals.

    • @HaxxorElite
      @HaxxorElite Před 7 lety +6

      NO, PARALLEL UNIVERSES!!!

    • @mtib2721
      @mtib2721 Před 7 lety +17

      im just gonna build up speed for 12 hours

    • @seth3129
      @seth3129 Před 7 lety +10

      TJ """""""""""""""""""""""""""""""""Henry""""""""""""""""""""""""""""""""" Yoshi

    • @TJ-Henry-Yoshi
      @TJ-Henry-Yoshi Před 7 lety +4

      Stop summoning me :c

  • @Henry-Wilder
    @Henry-Wilder Před 4 lety +3

    I think that the reason why they have you warp from one room to a duplicate with barely any change is because of the baked lighting. In order for lighting to both look good and not slow down the game, it has to be applied directly to the in-game textures. Therefore, it's actually cheaper from a processing standpoint to create a second room with separate light baking than to have the lights render different light levels in real-time!

  • @Deltooo
    @Deltooo Před 4 lety +2

    2:55 this technique was also used in gmod on flatgrass. There's a smaller version of the backdrop underneath the map which when noclipped to also displays any items or models that are placed there. If you go there in a multiplayer lobby then other people will see a bigger version of your player in the backdrop.

  • @breakingaustin
    @breakingaustin Před 6 lety +220

    I found this eerily weird and disconcerting.. don't know why, just made me feel strange..

    • @idrinkmilk282
      @idrinkmilk282 Před 6 lety +4

      The Last Knight stoned or something?

    • @frandifrandi
      @frandifrandi Před 6 lety +58

      It is just the "portal" vibe

    • @zxr9291
      @zxr9291 Před 6 lety +46

      The game itself feels like that, it's not just this video

    • @Ducky2223
      @Ducky2223 Před 5 lety +12

      This is always eerie and disconcerting for me

    • @pugloife1001
      @pugloife1001 Před 5 lety +23

      Portal 2 is really eerie at times..

  • @ptsm
    @ptsm Před 7 lety +105

    " Magic Camera" ~noclip

    • @graysongdl
      @graysongdl Před 7 lety +14

      He also calls the Sentry Turrets "drones" and the Emergency Intelligence Incinerator the "lava room".

    • @MemeRadio
      @MemeRadio Před 7 lety +2

      Graysongdl maybe because he doesn't play portal 2...

    • @graysongdl
      @graysongdl Před 7 lety +1

      He's playing it IN the video.

    • @MemeRadio
      @MemeRadio Před 7 lety +2

      Graysongdl oh fucking hell how dumb are you, he doesn't actually do all of the missions and learn the names of every single character and room in the bloody game so don't nit-pick because you are more of a die hard devoted portal 2 fan and he isnt.

    • @BoundaryBreak
      @BoundaryBreak  Před 7 lety +9

      He also referred to the lore ruining monster as "shesez". I say we never forgive him

  • @KingQueerio
    @KingQueerio Před 5 lety +3

    I always knew game development was hard but didn’t know how much extra work went into making every scene so immersive! ❤️

  • @John_Gillman
    @John_Gillman Před rokem +1

    10:36 "COME BACK HERE!" *flies after the crow*

  • @bouncycreepy
    @bouncycreepy Před 6 lety +39

    Okay I know you're unlikely to see this comment but I hope you do cuz it's pretty interesting.
    I've noticed that when you get to the end credits scene of portal 2, when want you gone is playing, obviously pressing jump buttons and whatever does nothing. No indication of movement.
    However, if you start a new game at the credits, pressing space makes the sound of chell jumping. My theory is that if you could remove the credits covering the scene, it may be possible to find a hidden room, or at least see how the end credits were designed.

    • @Naleksuh
      @Naleksuh Před 5 lety +7

      it's just two black panels IIRC. type ''stopvideos'' in console while watching WYG to see for yourself

    • @Jesus-gk7yw
      @Jesus-gk7yw Před 5 lety +4

      also I saw the map for the credits in valve hammer editor and it's just two rooms with nothing on it

    • @JM-Games
      @JM-Games Před 4 lety +7

      This is because the credits are actually in-game, they are in there own specific level that gets called upon at the start of the game, this is true for ALL games, every menu is built within a level, most menus restrict controls to the menu and the menu covers the entire screen hiding the actual level, the level is usually an empty void or like in some cases, it is a small dark room.

  • @diamondhawk7427
    @diamondhawk7427 Před 7 lety +26

    "You get stuck inside a room and are gassed to death"
    I just realized how wrong this scene is in the game

    • @PlusInsta
      @PlusInsta Před 6 lety

      Portal is filled with dark shit.

    • @spicymilkshake6600
      @spicymilkshake6600 Před 6 lety +5

      Insta "While it has been a faithful companion, your Companion Cube cannot accompany you through the rest of the test. If it could talk - and the Enrichment Center takes this opportunity to remind you that it cannot - it would tell you to go on without it because it would rather die in a fire than become a burden to you."

    • @Mate_Antal_Zoltan
      @Mate_Antal_Zoltan Před 5 lety

      Wasn't Aperture Science founded in the late 60's? That would make it a little more dark

  • @madsciencraft7739
    @madsciencraft7739 Před 4 lety +7

    "If 4 Chells break boundaries together, Chell breaks into herself 12 times." Simple math.

  • @3dmarth
    @3dmarth Před 4 dny

    The "live feed" of Wheatley looks a lot like an effect used in countless games since the GameCube days. Basically, render something off-screen using a second camera, then copy the resulting image and turn it into a texture.
    It allows for 3D objects/scenes to be shown on a flat surface like a screen, and it can also be used for cloning a single object or character to make huge crowds.

  • @Kannon_Shots
    @Kannon_Shots Před 6 lety +283

    THEY'RE NOT DRONES THEY'RE TURRETS!

  • @spin.5545
    @spin.5545 Před 6 lety +135

    *DAD , ARE YOU SPACE?*

  • @pastapastajfollower2919

    The irony how Space is bellow the final level of the game. This game is such a classic, it’s always nice to discover new things in this awesome game.

  • @raine6813
    @raine6813 Před 2 lety +1

    im guessing that the resaon why theres water splashing around in side glados' head is because in the initial wakeup sequence you can see the same water effect as glados is waking up and putting herself back together, with her pieces moving around in the water. so when she was finished waking up the devs obviously didnt want you to see that water effect, so they shrunk it down enough so you cant see it in normal gameplay

  • @willowdoesvideos
    @willowdoesvideos Před 7 lety +35

    ok, this is my new favourite CZcams Channel.

  • @MrDefient
    @MrDefient Před 7 lety +7

    Such a great game. I have been following your channel for a while now and just wanted to say thank you. This is a really cool idea and now i get to see through your vids.

  • @LilyTheCuteKitty432
    @LilyTheCuteKitty432 Před 2 měsíci

    That seamless transition in the escape sequence actually has to do with the way the Source engine renders lighting. Lighting is entirely baked into each map, in something called "lightmaps"
    It's raytraced when the map is being compiled by the developer
    The ability to turn off every light in that room would create a large number of lightmap "pages," one for on and one for off per light
    That can take up an insane amount of storage space, so instead, when the power goes out, you just get teleported to a room where the lights are in fact off.
    Thankyou for coming to my TED Talk

  • @suitman4759
    @suitman4759 Před 3 měsíci +1

    6:29 hammer mapper here, those boxes are used by the elevators to spawn and set what map the player will load into

  • @Naleksuh
    @Naleksuh Před 7 lety +4

    I can't tell if someone said this already, but the "loading cubes" are to make sure you spawn in the same spot each time.

  • @engineerbot
    @engineerbot Před 5 lety +13

    The best part about Portal 2 and Portal: Still Alive is that you can just enter a command to break to boundaries of the map by noclipping.

    • @TML233
      @TML233 Před 2 lety

      you can do that on almost all valve titles

    • @engineerbot
      @engineerbot Před 2 lety +2

      @@TML233 ya I wrote this when I was 12. Honestly glad I know more about Source engine now than I did before.

  • @atablevendetta1429
    @atablevendetta1429 Před 2 lety +1

    Rewatching this video after 4 years. I beat Portal 2 twice today. Great game.

  • @notsure1969
    @notsure1969 Před 4 lety +1

    Every one of these is like taking a mini crash course in game development. So cool.