Hello Dear #User_Name #! This is a small sequel to my text about the citadel that I published here a few months ago. Surprisingly, he rolled up to many, so I decided that if life gives you lemons, then you need to crush lemonade. Then we are waiting for a little analytical work and immersion under the hood of some locations Portal 2 . This blog is a textual adaptation of a video that will be attached below (or just the text of the script by which I read the text for the video). If your eye is nicer than the text, then you can see it just below the video, but I recommend a video format. And now they drove!
Video version of the blog
After working on the past video, I have a small amount of materials left that I would like to talk about. They will no longer touch on Half-Life 2, but another game from the same universe created on the engine Source, Namely – Portal 2 . In general, in games there are not so many things that can be measured and presented in reality. In Half-Life 2 there were only a few elements of the game design that I wanted to check in reality. Let’s say that it can be "Citadel and its height", And perhaps the prototype of the real place of action of the game.
On this, questions about the game personally are ending. There is no other nonsense in my head anymore. The height of the citadel is the only thing that I would like to check in reality. World Half-Life made on a scale, and since it combines other games in itself, then there should be something the same monstrous in them. And if for Half-Life 2 this thing is a citadel, then for Portal 2 is the complex itself Aperture Science, in the walls of which the plot of both games of the series unfolds.
Throughout the game, we literally like a cannon core in huge test chambers, the size of which sometimes resembles a huge stadium. They have no end and edge. It is a huge, endless city that is united into one huge building. And here it is paradoxical that despite the scope of these test chambers, throughout the game, this terrifying feeling of claustrophobia is almost imperceptibly against us. There will be another room behind the next room. After each elevator, we will lower us lower and lower. And when looking at the windows that are found in these rooms, you can notice that they are not in the light of the sun, but a fluorescent lamp. Throughout the first part of Portal, we are not allowed to understand where we are. These are absolutely empty premises of some laboratory, where the only reasonable creature showing the presence of intelligence is an insensitive robot devoid of any human empathy Glados. Long abandoned by people, controlled by a crazy car, a test field for one of you. And I clearly remember that very moment at the very end of the game, when after destruction Glados Something picks us up, lifts us into the air and throws us out into the street. We see on the outside a simple parking in which the wreckage is scattered, but there is not a single building on the horizon. Simple parking in the middle of the forest. This scene strongly reminds me of the moment from Matrices, When Neo and Trinity on their ship are inflated for a second above the clouds, and after the moment of joy, the sunlight falls back into the dark abyss.
Excerpt from the film "Matrix 3"
Also, in Portal, after a moment of enlightenment, we return back to the walls squeezing us, fly between kilometers of communications of the complex somewhere in its very depths to find out that in fact "CAKE Isn’t A Lie".
At this moment, the player understands that all this time we were deep underground. And the brain is just trying to introduce and understand how these rooms were in size from the stadium there underground? And how deep the ground extends Aperture Science?
There will be no high-profile revelations as in the past, because this issue was not rising on the forums not so often, and on Reddit I found it only in rather modest threads for a dozen comments maximum. However, to the wiki in the game, as in the case of Half-Life, A clear figure is written. Here’s what they write about sizes on one of these wiki.
The enrichment center is extremely large, even according to standards established by objects such as the Black Metan Research Complex, which is negligible compared to it. Salt mine consists of nine vertical trunks with a depth of at least 4000 meters each and hundreds of meters wide. Inside the cavernous mines there is a large amount of space that is not used by Aperture, and installations are often suspended over huge cliffs that go deep into mines. There is a large hatch between the enrichment center and testing mines, which in open state allows the elevator to connect the original object with modern. The Mobility Gel pipes system also flows through this connecting hatch. The modern object is supported by many large springs, probably a network of seismic insulators in order to prevent the effect of instability of mine trunks on sensitive research equipment.
In the real world, mines and caves are different. It is always dug artificially or naturally a tunnel underground, which is usually no more than a few tens of meters in width. Caverna is a large cavity underground. They are different, some can be formed by salt deposits, others underground reservoirs. If we talk about real underground cavities, then truly huge. In Russia, for example, the city of Bereznyaki is sadly known, which continues to fall underground a year after year. There, from Soviet times, a salty deposit was developed, and as the cavity was developed, they were released. In some places, these cavities can have a height of up to a hundred meters. Just imagine that there is a nine -story building on the ground, and under it is an empty space with a depth of 27 of the same floors. It is quite suitable for a candidate for the construction of the laboratory of research of the nature of portals and human resistance. Another example is the Antarctic Underground Lake Vostok, the largest underwater lake, which for 15 million years has been hidden from the world around the world with a three-kilometer layer of ice. The depth of this lake can reach up to 800 meters, which is approximately comparable with the height of the highest skyscrapers. It may also be that Caverna is under another natural recess in the ground, such as the underground lake of the island of Oue in Ireland, which is 50 meters below the other lake. In general, there are a lot of candidates in our reality, but they do not reach the breathtaking 4000 meters.
But even if we had a building at a depth of 4 kilometers at the disposal, it would be simply impossible to be there. It’s all about the extremely high temperature underground. It is read that the temperature in the nucleus and mantle of the Earth is an average of 6000 and 4000 degrees Celsius, respectively. These temperatures are simply difficult to imagine, but they are also achieved in hundreds and thousands of kilometers underground. But even despite this, relatively not deeply the temperature is also very high. For example, the maximum temperature was measured and recorded at a depth of about 6000 meters and amounted to 274 degrees Celsius. This is about 100 degrees higher than the temperature at which you bake the meat in the oven. It is most likely not very real to keep the building at such a depth, because you can’t deceive physics. Warmth is energy that cannot just evaporate.
Fortunately, if specifically measure the depth of the laboratory Aperture Science in the game Portal 2, then you can eventually find out whether it could exist in reality or not? For this, as the last time, we need to decompile the archive with game content on the map we need, open everything in Hammer Tools or Blender, And measure everything with a ruler. Nothing complicated.
The first and most obvious way: knowing the speed and time of the fall, we can calculate the distance traveled. The object of our study will be a map SP_A3_00. First, go to the required location, and immediately open the console. Now we will introduce a command that will add information with our coordinates to the screen, and will also show us information about the speed of movement. Now we only need to detect time, remove the game from a pause and wait for the fall. Having made all the required calculations, we will get the required figure.
Here’s the bad luck. Magically, the speed meter froze at zero. You need to figure out why the counter shows 0.
Enter the following commands to the console:
R_DRAWCLIPBRUS – This team displays an element called on the screen called Clip Bruss, or it can also be called an "invisible wall". This is an element that lies to create an invisible structure, thanks to which many problems with the leftist design of any game and location made on the engine are solved Source. For example, so that the players do not get stuck on the ledges along the walls. These structures are transparent and invisible. They pass through ragdolas, physical objects, but do not miss the player and bots. Absolutely necessary tool of any levela designer. And as you can see, here the player is surrounded by just such a structure. Apparently, it stands still and simply does not have the physical ability to move, even with the noclip parameter turned on.
This intrigued me, then I decided to figure out the structure of the level. Given that we fly down for a long time, we can assume that this level should be one of the largest in the game. You can check this in one of the utilized from the set of the moder for the engine Source. Each card from the game lies in a separate directory in the form of a separate file. When we switch to a new level, the game requests a file with the desired name and downloads exactly the location that is needed by the game. The file itself is an archive in which information about models, the playing field itself, texture, animation and links to resources that can be pulled from SDK. This utility can check this file for integrity and performance. Roughly speaking, it shows whether all the information is loaded from this archive or not. It is interesting that this program also shows the size of the location along the axes of X, Y and Z. The results are displayed in Hammer Unit-Oh. We have already talked about them in the last video, if we forgot, I advise you to review.
Surprisingly, she united it tells us that the location itself is extremely small. Total 13700 h/u in height. This tells us that the level is built in a more interesting way. The player is in an invisible box, in the middle of a small room with invisible walls. Everything that is in the room itself is drawn, and everything that is simply not displayed behind it. To check if it is – back to the game and enter two more teams.
Mat_Luxels 1 – This team displays us a grid on each model that appears at the level.
mat_leafvis 1 – This team displays the so -called “champs”, or conditional blocks in which the player is located and to which this or that content is loaded.
MAT_LUXELS 1 and mat_leafvis 1
MAT_LUXELS 1 and mat_leafvis 1
First, let’s look at them. As you can see, where the player is located – a blue parallelepiped appears, and if you go beyond its framework, the neighboring one will begin to display. If at the level in the pipe we really fall, then these champs will change. Now let’s move on to the next team that displays us a grid on each model. This grid will help us see whether the pipe is drawn initially, or it appears in parts as the pipe itself moves up through us.
And so, we have only one giant chambers, in which, apparently, the pipe itself is loaded, and it draws only in a small field around us. New location elements appear a little away from us. And this means that we just need to decompile the card, and calculate the size of this huge champ. But more on that later. While reflecting at what speed this pipe can move.
Any experienced speedranner or srfer from CSGo can say purely on the vapid at what speed the environment is moving. Imagine that the speed feels about 1500 u/s. If you imagine what happens?
We count 1500 u/s * 75 seconds scenes. And we https://nonstop-casino.co.uk/login/ get 11,2500 units, and 16 units are 1 feet. I think 11,2500 units are divided by 16 and 7031 feet, or 2143 meters, leaves. Let’s leave this figure in the head. Let’s try to disassemble the file with the card.
Go to the game folder and open the directory in which the files of the locations themselves are lying. As we remember, at the level SP_A3_00 there is a huge champa, in which the whole pipe is loaded in. We convert the card to the already familiar Obj file and open it in Blender-e. We see here two huge parallelepiped.
The file is called Simpleworldmodel.MDL – 1) open to Blender, 2) open to Hammer World Craft
The file is called Simpleworldmodel.MDL – 1) open to Blender, 2) open to Hammer World Craft
The one that is smaller is probably a place where the segments of a large pipe are stored. As can be seen from the information that I found on the Internet, the pipe segments are loaded in a separate location zone. And there is also a long part, which is probably the place where this pipe is combined in one whole structure.
The only thing that now separates us from the answer to the question is the line from the Blender tool. And now I can confidently say that the depth of the scientific complex Aperture Science It is 2500 meters. Considering the depth of offhand, I made a mistake by just a few hundred meters. Which means that this information on Wikipedia can be corrected. I hope you were interested to know such a useless, but very interesting fact.
The best comments
There, on the walls of the tunnel, the tablets hang with the depth. Although … if you measure and calculate, then measure and calculate in full!
We will accept the fact that the fall lasted 75 seconds. They were not thrown down, t.To. There was a break in the elevator after blows. That is, in fact, it was a free fall. Acceleration of free fall is 9.8 m/s2. The formula of the path of equally accelerated movement at the initial zero speed s = (a * t^2) / 2. A = 9.8 m/s2. t = 75 s. Substitute s = (9.8 * 75^2) / 2 = 27562.5 m = 27.56 km. This is true without taking into account air resistance. But given the fact that Glados, possessing a smaller area of resistance to air, did not overtake the Cell too much during the fall, I think this can be neglected. At least during the conversation she overtook her.
But this is still a game full of conventions, so you need to measure it differently.
You can measure the fall time between the signs that are placed every 125 meters. This time is about 4 seconds. If you take the fall time of 75 seconds, it turns out S = 75 s / 4 s * 125 m = 2343.75 m. But there is one but. In the video in which I measured the fall of the fall between the tablets landing on the boards occurs at 1:08. The last plate appears at 1:04 with the number “4250 m”, and the first at 0:19 with the number “2875 m”. That is, in about 45 seconds, 1375 m was overcome. Which is approximately a drop in 125 m for every 4 seconds. That is, the speed is constant. But if the speed is constant, then to the plate 2875 the fall occurred: 2875 m/125 m * 4 C = 92 s. It turns out the fall began 72 s until the picture appears after loading the game. And the total fall time is not 75 s, but 72 + 68 = 140 s. Therefore – 140 s / 4 s * 125 m = 4375 m. It turns out that Chell landed on boards at a depth of 4375 m and then for some time fell. How much this “additional” fall lasted is incomprehensible, because there is no sound of the final landing of the Chell, by which you can accurately determine the landing time.
So the depth of the scientific complex is approximately 4.5 km plus minus 125 m.
There is a meaning here, of course, but in fact I just measured the location with a ruler. The least conventions.
The beginning of the location was at the scene of the fall scene. That is, at the place of exit from the attenuation at the beginning of the chapter. Plus minus. Judging by the tablets, the beginning of the scene was at a depth of about 2275 m. And you take a depth equal to 0 m in this place. So I got 4.5 km, and you have 2.5 km. Just on these 2 km the difference. You measured it right, but only the initial part of the location was not made due to unnecessary, but it enters the general depth.
Closer to the center of the Earth, the acceleration of free fall will increase, and therefore cannot be counted through it
There the difference will not be too big.
Formula of the law of universal gravitation-f = g * (m1 * m2)/r^2, where F is the force of attraction of two bodies, G is a gravitational constant, equal to 6.67 * 10^(-11) m^3/(kg * s^2), m1-mass of the first body, m2-the mass of the second body, r-the distance between the centers of the tel.
From here the acceleration of free fall is derived, like G = G * M1 / R^2, where M1 is the Earth’s weight – M1 = 6 * 10^24 kg.
We calculate the acceleration of free fall on the surface. We take R as the average radius of the Earth R = 6371 km = 6371000 m. Of course, according to the rules, it is necessary to add another 0.5-1 m to the center of the mass of Chelle, but this will neglect.
Substitute g = 6.67 * 10^(-11) * (6 * 10^24) / 6371000^2 = 9.86 m/s^2
We calculate the acceleration of free fall at a depth of 30 km. We take R as the average radius of the Earth minus 30 km, t.e. R = 6341 km = 6341000 m.
Substitute g = 6.67 * 10^(-11) * (6 * 10^24) /6341000^2 = 9.95 m /s^2.
Now compare s = g * t^2 /2, with t = 75 s.
In the first case, s = 9.86 * 75^2 /2 = 27731 m = 27.73 km.
In the second, s = 9.95 * 75^2 /2 = 27984 m = 27, 98 km.
The difference is d = 27984 m – 27731 m = 253 m, which is less than 1%, between the minimum and maximum acceleration of free fall. And if you compare the answer received by the minimum G with the most accurate answer or compare the answer received by the maximum G with the most accurate answer, then the difference will be even less.
And here’s the question: “Why so steam so?")
We Do What We Must Because We Can!
There from a neighboring blog of the week would be something to remove. Not such a serious omission as caps, but the same miss.
And if in blogs you can now spray unprintable, and even get kosari for it, then you would even say to everyone
There is a meaning here, of course, but in fact I just measured the location with a ruler. The least conventions.
AND. I admit that initially my goal was to find any other explanation. I. I tried to just simplify this procedure. It’s a pity only had to argue a lot.
There is generally confusion, because I can also say that the lion’s part of the complex is on the surface, because on open locations in a converted lab under the control of Whitley, a gradient is visible on the horizon as on the surface. Someone wrote to me in the comments that some guy from Twitter is a couple of years. back all the levels connected together, and they say there is more than 6 km depth. It just seemed to me all the wrong. Again, I just want to look from a different angle.
Gravity model implied in the calculation is incorrect. Judging by it, the mass of the substance, which is located above the position of the GG game, ceases to have a gravitational effect on the character. It seems to disappear as it dives, and the earth itself becomes smaller than the radius.
It would be physically correct to calculate its gravity, directed in the opposite side of the vector.
But in any case, the amendment will be penny, here you are right.
I listen and obey.
Although I five -up. The editor has changed and there is no on the page.
For the good of all of us.
Except the ONES Who are Dead.
Gravity model implied in the calculation is incorrect.
Googling showed that you are right. When calculating the power of attraction at a depth, it was necessary to reduce not only the distance between the centers of the bodies, as I did, but also the mass of the earth itself. And the upper layer does not participate in the effect on the body, t.To. Its gravitational effect on the body compensates itself.
I will not write a conclusion of the formula for accelerating free fall at a depth here, I will just make a link.
Acceleration of free fall at a depth – G1 = G * (R – H) / H, where G is the acceleration of free fall on the surface;R is the distance between the centers of the bodies when they are located on the surface;H is the depth.
We count G1 = 9.86 * (6371 – 30) / 6371 = 9.81 m/s^2.
Counting the second case s = 9.81 * 75^2 /2 = 27591 m = 27.59 km.
Recalculate the difference D = 27591 – 27731 = 140 m. What is even less)
Solving the problems of Volkenstein 2.153 Find a change in the acceleration of free fall when lowering the body to depth H. At what depths the acceleration of the free fall GH is 0.25 acceleration of free fall G at the Earth’s surface? The density of the Earth is considered constant. Instruction: To take into account that the body located on the depth H above the surface of the earth does not experience any attraction with the overlying layer of the layer, since the attraction of the individual parts of the layer is mutually compensated.
It really is not clear why you took the height of the chink for the height of the pipe, and not the sum of the heights of the sections
Closer to the center of the Earth, the acceleration of free fall will increase, and therefore cannot be counted through it
Caps from the name to remove
what else is it? Each answer to the answer is more incomprehensible and incomprehensible
Dementia and courage. I call it to myself that.
I can’t understand this is the year of the rugal blogger? I don’t want to offend the author, well done a little tedious. And so it will do! Plus in karma!