If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

User:Donetsu52/The Orange Box (Xbox 360, PlayStation 3)

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Donetsu52

Developers: Valve, EA UK (PlayStation 3)
Publishers: Valve, Electronic Arts (Distribution)
Platforms: Xbox 360, PlayStation 3
Released in US: October 10, 2007
Released in EU: October 19, 2007


TextIcon.png This game has unused text.


This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

The Orange Box was Valve's big push into the console market, after dipping into it with a couple of ports of their earlier games to earlier consoles. Unfortunately, this didn't turn out exactly how Valve planned it to go, as the PlayStation 3 port had, uh, some issues, to put it nicely, while Team Fortress 2 was abandoned due to issues with how Valve wanted to push updates at the time. Still, it's an interesting way to play the Half-Life games and Portal, especially if you're looking to play them with a controller.

Hmmm...
To do:
Quite a bit?
  • Japanese (and Korean and Australian?) release dates! Don't know when it was for either platform.
  • VTF textures are formatted a little differently; need to figure out how to properly rip them to something usable.
  • Half-Life 2: Episode 2's zip0 archive has a ton of E3 configuration leftovers that I need to dump here.
  • Team Fortress 2 apparently has references to the Gold Rush Update from 2008? Gonna dig through and figure out if I can scrape every update that this game got to find any Gold Rush Update leftovers.
  • Denote differences between the Xbox 360 and PlayStation 3 versions. There are quite a few not relating to stability, for example, the PS3 features a QAA pass that the Xbox 360 completely lacks.

Half-Life 2

sfm_defaultanimationgroups.txt

The zip0.360.zip files of both Half-Life 2 and Team Fortress 2 features text files relating to Source Filmmaker, both named sfm_defaultanimationgroups.txt. sfm_defaultanimationgroups.txt in Half-Life 2 showcases text relevant to Half-Life 2 character models, funny enough.

groupFile  // Doesn't support hierarchies yet...
{
	"Upper Face"
	{
		"control"		"lid_raiser"
		"control"		"lid_tightener"	
		"control"		"lid_droop"
		"control"		"lid_closer"
		"control"		"half_closed"
		"control"		"inner_raiser"
		"control"		"outer_raiser"
		"control"		"lowerer"
		"control"		"wrinkler"
		"control"		"dilator"
		"control"		"upper_raiser"
	}
	"Lower Face"
	{
		"control"		"corner_puller"
		"control"		"corner_depressor"
		"control"		"chin_raiser"	
		"control"		"part"			
		"control"		"puckerer"		
		"control"		"funneler"		
		"control"		"stretcher"		
		"control"		"bite"			
		"control"		"presser"		
		"control"		"tightener"		
		"control"		"jaw_clencher"	
		"control"		"jaw_drop"		
		"control"		"mouth_drop"		
		"control"		"sneer_left"		
		"control"		"mouth_sideways"	
		"control"		"jaw_sideways"		
		"control"		"smile"				
		"control"		"lip_bite"			
		"control"		"lower_lip"			
		"control"		"cheek_raiser"		
		"control"		"TongueD"		
		"control"		"TongueH"		
		"control"		"TongueV"		
		"control"		"TongueCurl"		
	}
	"Mid Face"
	{
		"control"		"dimpler"			
		"control"		"cheek_puffer"		
		"control"		"cheek_raiser"
	}
	"Eyes"
	{
		"control"		"blink"				
		"control"		"eyes_updown"		
		"control"		"eyes_rightleft"	
	}
	"Root"
	{
		"control"		"rootPos"
		"control"		"rootRot"
	}
	// This is a special group which will ignore controls of this name
	"IGNORE"
	{
		"control"		"move_rightleft"
		"control"		"move_forwardback"
		"control"		"move_updown"
		"control"		"body_rightleft"
		"control"		"body_updown"
		"control"		"body_tilt"
		"control"		"chest_rightleft"
		"control"		"chest_updown"
		"control"		"chest_tilt"
		"control"		"head_forwardback"
		"control"		"gesture_updown"
		"control"		"gesture_rightleft"
		"control"		"head_tilt"
		"control"		"head_updown"
		"control"		"head_rightleft"
	}
}

Team Fortress 2

sfm_defaultanimationgroups.txt

sfm_defaultanimationgroups.txt in Team Fortress 2 showcases text relevant to Team Fortress 2 character models, as expected.

groupFile  // Doesn't support hierarchies yet...
{
	"Eyes"
	{
		"control"		"eyes_updown"
		"control"		"eyes_rightleft"
	}
	"Upper Face"
	{
		"control"		"BrowInV"
		"control"		"BrowOutV"
		"control"		"Frown"
		"control"		"InnerSquint"
		"control"		"OuterSquint"
		"control"		"ScalpD"
		"control"		"CloseLid"
		"control"		"CloseLidV"
	}
	"Mid Face"
	{
		"control"		"NoseV"
		"control"		"NostrilFlare"
		"control"		"CheekV"
		"control"		"CheekH"
	}
	"Lower Face"
	{
		"control"		"Smile"
		"control"		"value_Smile"
		"control"		"LipsV"
		"control"		"LipLoV"
		"control"		"LipUpV"
		"control"		"Platysmus"
		"control"		"LipCnrTwst"
		"control"		"Dimple"
		"control"		"FoldLipLo"
		"control"		"FoldLipUp"
		"control"		"PuckerLipLo"
		"control"		"PuckerLipUp"
		"control"		"LipStick"
		"control"		"PuffLipLo"
		"control"		"PuffLipUp"
		"control"		"JawV"
		"control"		"JawD"
		"control"		"JawH"
	}
	"Body"
	{
		"control"		"rootTransform"
		"control"		"bip_pelvis"
		"control"		"bip_spine_0"
		"control"		"bip_spine_1"
		"control"		"bip_spine_2"
		"control"		"bip_spine_3"
		"control"		"bip_neck"
		"control"		"bip_head"
	}
	"Arms"
	{
		"control"		"bip_collar_L"
		"control"		"bip_upperArm_L"
		"control"		"bip_lowerArm_L"
		"control"		"bip_hand_L"
		"control"		"bip_collar_R"
		"control"		"bip_upperArm_R"
		"control"		"bip_lowerArm_R"
		"control"		"bip_hand_R"
	}
	"Fingers"
	{
		"control"		"bip_thumb_0_L"
		"control"		"bip_thumb_1_L"
		"control"		"bip_thumb_2_L"
		"control"		"bip_index_0_L"
		"control"		"bip_index_1_L"
		"control"		"bip_index_2_L"
		"control"		"bip_middle_0_L"
		"control"		"bip_middle_1_L"
		"control"		"bip_middle_2_L"
		"control"		"bip_ring_0_L"
		"control"		"bip_ring_1_L"
		"control"		"bip_ring_2_L"
		"control"		"bip_pinky_0_L"
		"control"		"bip_pinky_1_L"
		"control"		"bip_pinky_2_L"
		"control"		"bip_thumb_0_R"
		"control"		"bip_thumb_1_R"
		"control"		"bip_thumb_2_R"
		"control"		"bip_index_0_R"
		"control"		"bip_index_1_R"
		"control"		"bip_index_2_R"
		"control"		"bip_middle_0_R"
		"control"		"bip_middle_1_R"
		"control"		"bip_middle_2_R"
		"control"		"bip_ring_0_R"
		"control"		"bip_ring_1_R"
		"control"		"bip_ring_2_R"
		"control"		"bip_pinky_0_R"
		"control"		"bip_pinky_1_R"
		"control"		"bip_pinky_2_R"
	}
	"Legs"
	{
		"control"		"bip_hip_L"
		"control"		"bip_knee_L"
		"control"		"bip_foot_L"
		"control"		"bip_toe_L"
		"control"		"bip_hip_R"
		"control"		"bip_knee_R"
		"control"		"bip_foot_R"
		"control"		"bip_toe_R"
	}
	"Other"
	{
		"control"		"weapon_bone"
		"control"		"prp_bullet_shoulder"
		"control"		"prp_bullet_backUpper"
		"control"		"prp_bullet_backLower"
		"control"		"prp_bullet_chestUpper"
		"control"		"prp_bullet_side"
		"control"		"prp_bullet_chestLower"
		"control"		"prp_pack"
	}
	// This is a special group which will ignore controls of this name
	"IGNORE"
	{
		"control"		"righteye"
		"control"		"lefteye"
		"control"		"eyes"
		"control"		"CloseLidUp"
		"control"		"CloseLidLo"
	}
}

Badlands references

A later update of The Orange Box also added some extra files for Team Fortress 2, two of which reference the Control Points map Badlands, which made it into the Steam release but not the Xbox 360 release. soundscapes_manifest.txt references the map's soundscape script.

soundscapes_manifest
{

		"file"		"scripts/soundscapes.txt"

		// List additional soundscape files here

		"file"		"scripts/soundscapes_2fort.txt"
		"file"		"scripts/soundscapes_dustbowl.txt"
		"file"		"scripts/soundscapes_well.txt"
		"file"		"scripts/soundscapes_badlands.txt"
		"file"		"scripts/soundscapes_gravelpit.txt"
		"file"		"scripts/soundscapes_hydro.txt"
		"file"		"scripts/soundscapes_granary.txt"

}

As the soundscapes_manifest.txt file notes, there is a dedicated file for the Badlands map, titled soundscapes_badlands.txt that's left over.

// DSP Effects
// 0 : "Normal (off)"
// 1 : "Generic"
// 2 : "Metal Small"
// 3 : "Metal Medium"
// 4 : "Metal Large"
// 5 : "Tunnel Small"
// 6 : "Tunnel Medium"
// 7 : "Tunnel Large"
// 8 : "Chamber Small"
// 9 : "Chamber Medium"
// 10: "Chamber Large"
// 11: "Bright Small"
// 12: "Bright Medium"
// 13: "Bright Large"
// 14: "Water 1"
// 15: "Water 2"
// 16: "Water 3"
// 17: "Concrete Small"
// 18: "Concrete Medium"
// 19: "Concrete Large"
// 20: "Big 1"
// 21: "Big 2"
// 22: "Big 3"
// 23: "Cavern Small"
// 24: "Cavern Medium"
// 25: "Cavern Large"
// 26: "Weirdo 1"
// 27: "Weirdo 2"
// 28: "Weirdo 3"

//	ATTN_NONE		0.0f	
//	ATTN_NORM		0.8f	75dB
//	ATTN_IDLE		2.0f	60dB
//	ATTN_STATIC		1.25f	66dB
//	ATTN_RICOCHET	1.5f	65dB
//	ATTN_GUNFIRE	0.27f	140dB

//	SNDLVL_50dB		= 50,	// 3.9
//	SNDLVL_55dB		= 55,	// 3.0
//	SNDLVL_IDLE		= 60,	// 2.0
//	SNDLVL_TALKING	= 60,	// 2.0
//	SNDLVL_60dB		= 60,	// 2.0
//	SNDLVL_65dB		= 65,	// 1.5
//	SNDLVL_STATIC	= 66,	// 1.25
//	SNDLVL_70dB		= 70,	// 1.0
//	SNDLVL_NORM		= 75,
//	SNDLVL_75dB		= 75,	// 0.8
//	SNDLVL_80dB		= 80,	// 0.7
//	SNDLVL_85dB		= 85,	// 0.6
//	SNDLVL_90dB		= 90,	// 0.5
//	SNDLVL_95dB		= 95,
//	SNDLVL_100dB	= 100,	// 0.4
//	SNDLVL_105dB	= 105,
//	SNDLVL_120dB	= 120,
//	SNDLVL_130dB	= 130,
//	SNDLVL_GUNFIRE	= 140,	// 0.27
//	SNDLVL_140dB	= 140,	// 0.2
//	SNDLVL_150dB	= 150,	// 0.2


"Badlands.DeepInside"
{
	"dsp"	"1"


	"playlooping"
	{
		"volume"	".6"
		"pitch"		"100"
		"wave"		"ambient/underground.wav"
	}

	"playlooping"
	{
		"volume"	".3"
		"pitch"		"100"
		"wave"		"ambient/machine_hum2.wav"
	}
	
	"playlooping"
	{
		"volume"	".75"
		"pitch"		"100"
		"position"	"0"
		"attenuation"	"0.7"	
		"wave"		"ambient/machine_hum.wav"
	}

	"playlooping"
	{
		"volume"	".4"
		"pitch"		"100"
		"position"	"1"
		"attenuation"	"0.7"	
		"wave"		"ambient/computer_tape.wav"
	}

	"playlooping"
	{
		"volume"	".75"
		"pitch"		"100"
		"position"	"2"
		"attenuation"	"0.7"	
		"wave"		"ambient/computer_working.wav"
	}

	"playlooping"
	{
		"volume"	".4"
		"pitch"		"100"
		"position"	"3"
		"attenuation"	"0.7"	
		"wave"		"ambient/computer_tape2.wav"
	}

	"playlooping"
	{
		"volume"	".85"
		"pitch"		"100"
		"position"	"4"
		"attenuation"	"0.7"	
		"wave"		"ambient/command_center.wav"
	}

	"playlooping"
	{
		"volume"	".85"
		"pitch"		"100"
		"position"	"5"
		"attenuation"	"0.7"	
		"wave"		"ambient/printer.wav"
	}
}

"Badlands.Inside"
{
	"dsp"	"1"


	"playlooping"
	{
		"volume"	".6"
		"pitch"		"100"
		"wave"		"ambient/indoors.wav"
	}

	"playlooping"
	{
		"volume"	".30"
		"pitch"		"100"
		"wave"		"ambient/lighthum.wav"
	}
}


"Badlands.Outside"
{
	"dsp"	"1"


	"playlooping"
	{
		"volume"	".5"
		"pitch"		"100"
		"wave"		"ambient/outdoors_well.wav"
	}

	"playlooping"
	{
		"volume"	"1"
		"pitch"		"100"
		"position"	"1"
		"soundlevel"	"SNDLVL_85dB"
		"wave"		"ambient/factory_outdoor.wav"
	}

	"playlooping"
	{
		"volume"	"1"
		"pitch"		"100"
		"position"	"0"
		"soundlevel"	"SNDLVL_90dB"	
		"wave"		"ambient/machine_hum.wav"
	}
}