Difference between revisions of "TBot1"

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== '''Tbot1''' ==
<!-- For this I'm going to use DOG as the correct term for it, idk if it actually is -->
+
 
TBot1 is the earliest predecessor we have to DOG. The model has been removed, but the textures are still present in the Leak, under "<code>/materials/models/Obsolete/TBot1</code>". It has a long and diverse history, with many interesting ties to the past.
+
TBot1 is the earliest predecessor we have to DOG. The model has been removed, but the textures are still present in the Leak, under "/materials/models/Obsolete/TBot1". It has a long and diverse history, with many interesting ties to the past.
 +
 
 +
It is very unoptimized, with nearly every texture in the entire folder being 512x512. Likely, it was cut before efforts to optimize it began, like with the Gasmask Citizen or Gauss Gun.
 +
== '''Gunbarrell - Odd Blue Transparency''' ==
 +
<gallery>
 +
File:GunBarrell.png|GunBarrell.png
 +
</gallery>
 +
 
 +
On GunBarrell, blue instead of alpha[1]is used to indicate areas where transparency should be applied, since it is applied in consistently spaced circles, with a likely intent of making it look air-cooled. This has many parallels with Half-Life's method of creating transparent textures for maps. For this system to work, several conditions, among others, have to be met:
  
It is very unoptimized, with nearly every texture in the entire folder being 512x512. Likely, it was cut before efforts to optimize it began, like with the [[Gasmask Citizen]] or Gauss Gun.
 
==Gunbarrell - Odd Blue Transparency==
 
[[File:GunBarrell.png|thumb|300px]]
 
On <code>GunBarrell</code>, blue instead of alpha<ref>Gunbarrell does not have an alpha channel.</ref>is used to indicate areas where transparency should be applied, since it is applied in consistently spaced circles, with a likely intent of making it look air-cooled. This has many parallels with Half-Life's method of creating transparent textures for maps. For this system to work, several conditions, among others, have to be met:
 
 
*Textures must be prefixed with {.
 
*Textures must be prefixed with {.
*Where the transparency is to apply, a perfect blue (0 0 255) must be placed. Any other color <b>will not work</b>.
+
*Where the transparency is to apply, a perfect blue (0 0 255) must be placed. Any other color will not work.
  
 
The first requirement is not met, but perhaps this is the result of engine advancement solely detecting transparency with perfect blue placement.
 
The first requirement is not met, but perhaps this is the result of engine advancement solely detecting transparency with perfect blue placement.
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However, the condition of perfect blue in this texture is also not met - all of the textures using the blue are also using DXT compression, which is a lossy format. This means that the perfect blues would very often be changed enough to be imperfect, but not enough to not still obviously be blue.
 
However, the condition of perfect blue in this texture is also not met - all of the textures using the blue are also using DXT compression, which is a lossy format. This means that the perfect blues would very often be changed enough to be imperfect, but not enough to not still obviously be blue.
  
Considering this, it would seem that this file has been neglected, perhaps as a result of lazily transitioning textures from a previous format. It's an oddity, as other textures in the same folder actively use alpha channels.<br />
+
Considering this, it would seem that this file has been neglected, perhaps as a result of lazily transitioning textures from a previous format. It's an oddity, as other textures in the same folder actively use alpha channels.
 
This may indicate, since two different "styles" of transparency are present, that the weapons attached to the body were abandoned before TBot itself was.
 
This may indicate, since two different "styles" of transparency are present, that the weapons attached to the body were abandoned before TBot itself was.
  
==Reference Textures==
+
== '''Reference Textures''' ==
 
TBot1 uses a number of different "reference" textures as bases for the artist to draw upon. In some cases, recovery of the original is possible thanks to a large amount of unused space.
 
TBot1 uses a number of different "reference" textures as bases for the artist to draw upon. In some cases, recovery of the original is possible thanks to a large amount of unused space.
===Scratched Metal===
+
== '''Scratched Metal''' ==
 
A stained yellow sheet of metal with several scratches.
 
A stained yellow sheet of metal with several scratches.
 
<gallery>
 
<gallery>
tbot_ref_recreation1_noblue.png|Attempted recreation
+
File:Tbot ref recreation1 noblue.png|''Attempted recreation''
 
</gallery>
 
</gallery>
====Other Appearances====
+
 
 +
== '''Other Appearances''' ==
 
This same texture is also used in several other W_-era models, for various roles.
 
This same texture is also used in several other W_-era models, for various roles.
<gallery type="slideshow" widths="512" position="center">
+
<gallery>
tbot_ref_recreation1_noblue.png|Attempted recreation of the reference.
+
File:Tbot ref recreation1 noblue.png|Attempted recreation of the reference.
64Thunder_simtex.png|\materials\Models\Vehicles\W_Temp_Car\W_64Thunder.vtf
+
File:64Thunder simtex.png|\materials\Models\Vehicles\W_Temp_Car\W_64Thunder.vtf  
desklamp01_simtex.png|\materials\Models\Lighting\W_DeskLamp(256x128).vtf
+
File:Desklamp01 simtex.png|\materials\Models\Lighting\W_DeskLamp(256x128).vtf  
weldtank_simtex.png|\materials\Models\Fire_equipment\W_WeldTank\W_WeldTank (merge) (512).vtf
+
File:Weldtank simtex.png|\materials\Models\Fire_equipment\W_WeldTank\W_WeldTank (merge) (512).vtf  
W_floodlight_simtex.png|\materials\Models\Lighting\W_FloodLightW_FloodLight.vtf
+
File:W floodlight simtex.png|\materials\Models\Lighting\W_FloodLightW_FloodLight.vtf
wscanner_grenade_simtex.png|\materials\Models\Weapons\wscanner_grenade\wscanner_grenade.vtf
+
File:Wscanner grenade simtex.png|\materials\Models\Weapons\wscanner_grenade\wscanner_grenade.vtf  
Chairchrome01_simtex.png|\materials\Models\Furniture\W_Chair\W_ChairChrome(256x128).vtf
+
File:Chairchrome01 simtex.png|\materials\Models\Furniture\W_Chair\W_ChairChrome(256x128).vtf1
 
</gallery>
 
</gallery>
===Rust===
+
 
====Other Appearances====
+
== '''Rust''' ==
==Travis Bot 1==
+
Other Appearances
 +
== '''Travis Bot 1''' ==
 
TODO -- There was once an email on Valve Cut Content - by Bun? idk that mentioned that TBot1 stood for Travis Bot 1 (or something like it). Could someone figure this out?
 
TODO -- There was once an email on Valve Cut Content - by Bun? idk that mentioned that TBot1 stood for Travis Bot 1 (or something like it). Could someone figure this out?
==Transition to "Blue" Dog==
+
== '''Transition to "Blue" Dog''' ==
 
TBot1 was eventually succeeded by the multi-sheet DOG, with of the UVs still in use. An interesting bit to note about the multi-sheet dog is that seams between differing merged individual textures are visible, hinting at earlier intermediate stages before it was put in said sheets.
 
TBot1 was eventually succeeded by the multi-sheet DOG, with of the UVs still in use. An interesting bit to note about the multi-sheet dog is that seams between differing merged individual textures are visible, hinting at earlier intermediate stages before it was put in said sheets.
===Textural similarities===
+
== '''Textural similarities''' ==
{|border="0" cellpadding="0" cellspacing="0" class="article-table" margin: 0px auto;"
+
{| class="wikitable"
 
|-
 
|-
! scope="col"|
+
! Dog !! Tbot1
Old DOG
 
! scope="col"|
 
TBot1
 
 
 
 
|-
 
|-
|style="width:25%; vertical-align: top;"|
+
| [[File:Sheet1 back.png|Dog]] || [[File:ABackPlate noalpha.png|Tbot1]]
DogSheet1.vtf
 
[[File:sheet1_back.png|thumb|300px|left]]
 
|style="width:25%; vertical-align: top;"|
 
[[File:ABackPlate_noalpha.png|thumb|300px|left]]
 
 
|-
 
|-
|style="width:25%; vertical-align: top;"|
+
| [[File:Sheet3 hand.png|thumb|Dog2]] || [[File:AFoot.png|thumb|Tbot2]]
DogSheet1.vtf
 
[[File:sheet1_thing1.png|thumb|300px|left]]
 
|style="width:25%; vertical-align: top;"|
 
[[File:AHip.png|thumb|300px|left]]
 
 
|-
 
|-
|style="width:25%; vertical-align: top;"|
+
| [[File:Sheet1 thing1.png|thumb|Dog3]] || [[File:AHip.png|thumb|Tbot3]]
DogSheet2.vtf
 
[[File:sheet1_fork.png|thumb|300px|left]]
 
|style="width:25%; vertical-align: top;"|
 
[[File:AShin2Left.png|thumb|300px|left]]
 
 
|-
 
|-
|style="width:25%; vertical-align: top;"|
+
| [[File:Sheet2 scratches.png|thumb|Dog4]] || [[File:AShin.png|thumb|Tbot4]]
DogSheet2.vtf
 
[[File:sheet2_scratches.png|thumb|300px|left]]
 
|style="width:25%; vertical-align: top;"|
 
[[File:AShin.png|thumb|300px|left]]
 
 
|-
 
|-
|style="width:25%; vertical-align: top;"|
+
| [[File:Sheet1 fork.png|thumb|Dog5]] || [[File:AShin2Left.png|thumb|Tbot5]]
DogSheet2.vtf
 
[[File:sheet3_hand.png|thumb|300px|left]]
 
|style="width:25%; vertical-align: top;"|
 
[[File:aFoot.png|thumb|300px|left]]
 
 
|-
 
|-
|style="width:25%; vertical-align: top;"|
+
| [[File:Sheet4 piston.png|thumb|Dog6]] || [[File:Pistons.png|thumb|Tbot6]]
DogSheet3.vtf
 
[[File:sheet3_shoulder.png|thumb|300px|left]]
 
|style="width:25%; vertical-align: top;"|
 
[[File:Shoulder.png|thumb|300px|left]]
 
 
|-
 
|-
|style="width:25%; vertical-align: top;"|
+
| [[File:Sheet3 shoulder.png|thumb|Dog7]] || [[File:Shoulder.png|thumb|Tbot7]]
DogSheet4.vtf
 
[[File:sheet4_piston.png|thumb|300px|left]]
 
|style="width:25%; vertical-align: top;"|
 
[[File:Pistons.png|thumb|300px|left]]
 
 
|}
 
|}
==Gallery==
+
 
===Body Textures===
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== '''Gallery''' ==
<gallery widths="100" position="center" captionsize="small" bordersize="none" hideaddbutton="true">
+
''Body Textures''
aBackPlate_noalpha.png|"aBackPlate.vtf"
+
<gallery>
aBiceptPad.png|"aBiceptPad.vtf"
+
File:ABackPlate noalpha.png|thumb|"aBackPlate.vtf"
aBicept_noalpha.png|"aBicept.vtf"
+
File:ABiceptPad.png|thumb|"aBiceptPad.vtf"
aBiceptRight_noalpha.png|"aBiceptRight.vtf"
+
File:ABicept noalpha.png|thumb|"aBicept.vtf"
aCollar.png|"aCollar.vtf"
+
File:ABiceptRight noalpha.png|thumb|"aBiceptRight.vtf"
aFoot.png|"aFoot.vtf"
+
File:ACollar.png|thumb|"aCollar.vtf"
aFootRight.png|"aFootRight.vtf"
+
File:AFoot.png|thumb|"aFoot.vtf"
aGrabber.png|"aGrabber.vtf"
+
File:AFootRight.png|thumb|"aFootRight.vtf"
aHip_noalpha.png|"aHip.vtf"
+
File:AGrabber.png|thumb|"aGrabber.vtf"
AntennaPole.png|"AntennaPole.vtf"
+
File:AHip.png|thumb|"aHip.vtf"
aShin.png|"aShin.vtf"
+
File:AntennaPole.png|thumb|"AntennaPole.vtf"
aShin2.png|"aShin2.vtf"
+
File:AShin.png|thumb|"aShin.vtf"
aShin2Left.png|"aShin2Left.vtf"
+
File:AShin2.png|thumb|"aShin2.vtf"
aShoulderPad_noalpha.png|"aShoulderPad.vtf"
+
File:AShin2Left.png|thumb|"aShin2Left.vtf"
aThighPad.png|"aThighPad.vtf"
+
File:AShoulderPad noalpha.png|thumb|"aShoulderPad.vtf"
aThighPlate_noalpha.png|"aThighPlate.vtf"
+
File:AThighPad.png|thumb|"aThighPad.vtf"
BallEye_noalpha.png|"BallEye.vtf"
+
File:AThighPlate noalpha.png|thumb|"aThighPlate.vtf"
BallEyeRight_noalpha.png|"BallEyeRight.vtf"
+
File:BallEye noalpha.png|thumb|"BallEye.vtf"
Bottle1.png|"Bottle1.vtf"
+
File:BallEyeRight noalpha.png|thumb|"BallEyeRight.vtf"
Breather.png|"Breather.vtf"
+
File:Bottle1.png|thumb|"Bottle1.vtf"
Head_noalphapng.png|"Head.vtf"
+
File:Breather.png|thumb|"Breather.vtf"
Hip_noalpha.png|"Hip.vtf"
+
File:Head noalphapng.png|thumb|"Head.vtf"
Pistons.png|"Pistons.vtf"
+
File:Hip_noalpha.png|thumb|"Hip.vtf"
Shoulder.png|"Shoulder.vtf"
+
File:Pistons.png|thumb|"Pistons.vtf"
ShoulderPiv_noalpha.png|"ShoulderPiv.vtf"
+
File:Shoulder.png|thumb|"Shoulder.vtf"
 +
File:ShoulderPiv noalpha.png|thumb|"ShoulderPiv.vtf"
 
</gallery>
 
</gallery>
===Weapon Textures===
+
 
<gallery widths="100" position="center" captionsize="small" bordersize="none" hideaddbutton="true">
+
 
aGun_noalpha.png|"aGun.vtf"
+
=='''Weapon Textures'''==
aGunArm.png|"aGunArm.vtf"
+
<gallery>
Barrel_noalpha.png|"Barrel.vtf"
+
File:AGun noalpha.png|thumb|"aGun.vtf"
FlameThrowerCase.png|"FlameThrowerCase.vtf"
+
File:AGunArm.png|thumb|"aGunArm.vtf"
FlameThrowerTubes.png|"FlameThrowerTubes.vtf"
+
File:Barrel noalpha.png|thumb|"Barrel.vtf"
GunBarrell.png|"GunBarrell.vtf"
+
File:FlameThrowerCase.png|thumb|"FlameThrowerCase.vtf"
GunPart_noalpha.png|"GunPart.vtf"
+
File:FlameThrowerTubes.png|thumb|"FlameThrowerTubes.vtf"
 +
File:GunBarrell.png|"GunBarrell.vtf"
 +
File:GunPart noalpha.png|thumb|"Gunpart.vtf"
 
</gallery>
 
</gallery>
  
==References==
+
 
<references/>
+
== '''References''' ==
 +
↑ Gunbarrell does not have an alpha channel.
 +
 
 
[[Category:2003 Leaks]]
 
[[Category:2003 Leaks]]
[[Category:Major Characters]]
 
 
[[Category:Half-Life 2]]
 
[[Category:Half-Life 2]]
[[Category:Non-Player Characters]]
 

Revision as of 20:33, 8 December 2018

Tbot1

TBot1 is the earliest predecessor we have to DOG. The model has been removed, but the textures are still present in the Leak, under "/materials/models/Obsolete/TBot1". It has a long and diverse history, with many interesting ties to the past.

It is very unoptimized, with nearly every texture in the entire folder being 512x512. Likely, it was cut before efforts to optimize it began, like with the Gasmask Citizen or Gauss Gun.

Gunbarrell - Odd Blue Transparency

On GunBarrell, blue instead of alpha[1]is used to indicate areas where transparency should be applied, since it is applied in consistently spaced circles, with a likely intent of making it look air-cooled. This has many parallels with Half-Life's method of creating transparent textures for maps. For this system to work, several conditions, among others, have to be met:

  • Textures must be prefixed with {.
  • Where the transparency is to apply, a perfect blue (0 0 255) must be placed. Any other color will not work.

The first requirement is not met, but perhaps this is the result of engine advancement solely detecting transparency with perfect blue placement.

However, the condition of perfect blue in this texture is also not met - all of the textures using the blue are also using DXT compression, which is a lossy format. This means that the perfect blues would very often be changed enough to be imperfect, but not enough to not still obviously be blue.

Considering this, it would seem that this file has been neglected, perhaps as a result of lazily transitioning textures from a previous format. It's an oddity, as other textures in the same folder actively use alpha channels. This may indicate, since two different "styles" of transparency are present, that the weapons attached to the body were abandoned before TBot itself was.

Reference Textures

TBot1 uses a number of different "reference" textures as bases for the artist to draw upon. In some cases, recovery of the original is possible thanks to a large amount of unused space.

Scratched Metal

A stained yellow sheet of metal with several scratches.

Other Appearances

This same texture is also used in several other W_-era models, for various roles.

Rust

Other Appearances

Travis Bot 1

TODO -- There was once an email on Valve Cut Content - by Bun? idk that mentioned that TBot1 stood for Travis Bot 1 (or something like it). Could someone figure this out?

Transition to "Blue" Dog

TBot1 was eventually succeeded by the multi-sheet DOG, with of the UVs still in use. An interesting bit to note about the multi-sheet dog is that seams between differing merged individual textures are visible, hinting at earlier intermediate stages before it was put in said sheets.

Textural similarities

Dog Tbot1
Dog Tbot1
Dog2
Tbot2
Dog3
Tbot3
Dog4
Tbot4
Dog5
Tbot5
Dog6
Tbot6
Dog7
Tbot7

Gallery

Body Textures


Weapon Textures


References

↑ Gunbarrell does not have an alpha channel.