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Published on Jan 2, 2013
Capture of a flight around the entire world of Half-Life: Source. The gameplay of the game itself is mostly continuous, so it is possible to glue large series of maps together in one giant mesh. No textures except lightmaps are loaded.
Notes: * All map offsets are original, except for c1a0c-c1a0b (anti-mass spectrometer before and after resonance cascade), where original link is broken and I had to inject a fixed one in code. * Some surfaces flicker due to a z-fighting between co-planar meshes from adjacent maps. * Weird extra geometry floating around is there due to my laziness -- it's mostly technical stuff like moving parts of levels and skyboxes. Proper BSP-tree parsing is required to get rid of them. * Red surfaces are ones that lack lightmaps, e.g. liquids, lamps and such. Sometimes they get bled byt adjacent fragments of a lightmap atlas. This is all due to my laziness! * Surface tension chapter is a total self-intersecting mess. * Xen and further chapters are not continuous, so original offsets do not make that much sense and maps overlap a lot. * It is possible to merge Half-Life 2 that way also, but there are features (like displacements and new lightmap format) that are not implemented yet, so HL2 looks somewhat weird.