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gm_waterflow update 

func_kenobi
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I've added some new stuff to the map, and encountered new problems.
Gwater 2 by meetric:
/ meetric
boosty.to/meetric
Hammer World Editor Discord Group:
/ discord
Music used in the video:
Rain World OST - Kayava
Rain World OST - Bio-Engineering
#gwater2 #gwater #garrysmod #mapping

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6 сен 2024

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Комментарии : 249   
@NoVIcE_Source
@NoVIcE_Source Месяц назад
wow its finally possible to make a map where a submarine/boat is realistically being flooded (and you could even lock yourself in a room and reinforce the door to prevent water from rushing in)
@cinfdef
@cinfdef Месяц назад
Exactly!!!
@grunchchristmas
@grunchchristmas Месяц назад
YES
@triopical6884
@triopical6884 Месяц назад
i alway find you!!!
@func_kenobi
@func_kenobi Месяц назад
I was actually thinking of making a submarine map, I think liquids will be able to deal damage in the future, so... that might be an interesting experience indeed.
@cinfdef
@cinfdef Месяц назад
@@func_kenobi Most defintely!
@quadrata8382
@quadrata8382 Месяц назад
This definitely feels like gmod 9 all over again, rough and tough maps purely made to play around with the physics instead of looking flashy. And still just as fun as any other map out there. Keep it up!
@TheKingofFresh3
@TheKingofFresh3 Месяц назад
Thank you Obi-Wan Kenobi, this will surely help the jedi council
@MelodyIV
@MelodyIV Месяц назад
Obi-Chan
@deannakinsey2888
@deannakinsey2888 Месяц назад
but what about the droid attack on the wookies?
@MelodyIV
@MelodyIV Месяц назад
@@deannakinsey2888 🤓
@yeoremuthare677
@yeoremuthare677 Месяц назад
@@deannakinsey2888What ABOUT the droid attack on the wookies
@deannakinsey2888
@deannakinsey2888 Месяц назад
@@yeoremuthare677 they made a 2.0 on the battle droids
@shadesoftime
@shadesoftime Месяц назад
The 2000s vibes are insane and the music only makes it better
@Albertable
@Albertable Месяц назад
Rain World OST is so fire 🔥
@poisonshroom64
@poisonshroom64 Месяц назад
instead of being solid blocks, the pistons could be a series of platforms moving in a loop, like a cogged belt, so that the water movement is constant
@SkullpunkArt
@SkullpunkArt Месяц назад
I was just about to say that
@SprDrumio64
@SprDrumio64 23 дня назад
was about to say the same thing
@kurtczp
@kurtczp Месяц назад
A rain world TTT map would be pretty sick. The map floods at semi random intervals, everyone tries to make it to safe havens. Deathrun maps could have better gimmicks, or just RP/scenario servers in a submarine
@FurryWrecker911
@FurryWrecker911 Месяц назад
We had this in Little Big Planet 1 in 2008 where the map would progressively flood as bombs would rain down on your cover. Last one to survive won. Best part is it was UGC, not vanilla. I remember my brother and I being dumb kids trying to figure out how people made the explosives, looking up tutorials on how to make timer bombs (and scrolling past videos showing us how to make LITERAL bombs. Old school YT was unhinged). I would absolutely love to see that revived in TTT.
@nuclearfrog306
@nuclearfrog306 Месяц назад
professional studios using blender: fluid simulation is very difficult. it takes hundreds of man hours to adjust parameters to get it to flow correctly, then it takes 3 days to render. some random guy in gmod: here's a real-time fluid simulation. it's not perfect, but it's pretty good .
@AlphaGarg
@AlphaGarg Месяц назад
I hope this is a tongue-in-cheek joke
@TinyDeskEngineer
@TinyDeskEngineer Месяц назад
Prerendered fluid sims are usually more high-resolution and more realistic than anything that can be done in real-time, though.
@JNJNRobin1337
@JNJNRobin1337 Месяц назад
​@@TinyDeskEngineerfor now, hopefully
@schnek8927
@schnek8927 Месяц назад
@@AlphaGarg The best jokes poke fun at things that are very much real. His implication is entirely valid.
@schnek8927
@schnek8927 Месяц назад
@@TinyDeskEngineer No one said otherwise. If anything, you just repeated part of what he said. "it's not perfect, but it's pretty good"
@somedude4087
@somedude4087 Месяц назад
the inner machinations of 5 pebbles
@benzlobivec790
@benzlobivec790 Месяц назад
Kayava and Bioengineering playing in the background is soo epic. 🔥🔥
@Dukemz
@Dukemz Месяц назад
Finding rain world music in completely unrelated videos is awesome.
@willtheoct
@willtheoct Месяц назад
to make this map playable, i would use flags for where the water is, re-enable optimization, and just put splashing particles where water should interact with player spawned objects. particle simulations are fun for you, but not for your players
@morgan0
@morgan0 Месяц назад
yea, figure out what it should look like and fake it. unless the player can change the flow significantly it would be pretty similar, probably look better, and run a lot better
@alexlambert8440
@alexlambert8440 Месяц назад
wen the rain worlded and dranage systenning. ps ifandwen you get this form of map making perfected. styling this map to be like or a recreation of rain world drainage systems but functioning would be cool.
@func_kenobi
@func_kenobi Месяц назад
I was thinking of making Rain World styled map, but that game's style comes a lot from being viewed from the side, and all the blur, and moving clouds, lighting effects added to that style. I will certainly try to make something that resembles it, but it will be very hard.
@earthcastle
@earthcastle Месяц назад
went straight to the comments for this lol
@Its-pronounced-ay-zaer-e
@Its-pronounced-ay-zaer-e Месяц назад
filtration system if it didnt lie
@MillywiggZ
@MillywiggZ Месяц назад
Man, this water mod got so far so quickly on a 20-something year old game. It’s amazing to see.
@ethosaur
@ethosaur Месяц назад
Feels like one of those videos you'd see in 2010 or something.. crazy
@kilvertm
@kilvertm Месяц назад
to be fair, no new games bother with accurate water simulations
@CheeseMeat_
@CheeseMeat_ Месяц назад
Videos like these now have insane water so imagine what we would have for games in the next 10 years
@Triffgits
@Triffgits Месяц назад
This rocks. I love seeing people experiment with novel solutions and new ways to play with the engine. Bravo.
@crazychicken767
@crazychicken767 Месяц назад
You could try combining the visleafs on the map give visibility almost everywhere. That might help solve the problem and allow for lighting. Or a big empty room but all the geometry is func_detail.
@func_kenobi
@func_kenobi Месяц назад
Hmm... nice idea... not sure why I didn't think of that... thank you.
@BlackStoneDiamond
@BlackStoneDiamond Месяц назад
@@func_kenobi Does gmod have func_viscluster? Ought to do the job
@crazychicken767
@crazychicken767 Месяц назад
@@func_kenobi No problem! Happy to help
@grafn7194
@grafn7194 Месяц назад
@@BlackStoneDiamond Came here to mention vislusters too.
@TheRealRiggyPlushie
@TheRealRiggyPlushie Месяц назад
@@func_kenobidoes this mean that if you spawn in more water then the flow gets stronger?
@Coolboi2009
@Coolboi2009 Месяц назад
i never knew something like this was possible on gmod, of all games... i'm really interested to see where this is going and i hope this turns out well
@Xcelsius_
@Xcelsius_ Месяц назад
This deserves more views I've never seen something like this done in gmod before
@poptre67
@poptre67 Месяц назад
what a cool way to use water
@thefrogthatknows5251
@thefrogthatknows5251 Месяц назад
Definitely want to extend the fill duration on the pistons. Allow more water to enter the pump so a larger amount of water will flow out. Alternatively, given the two segments, maybe have the pumps running on opposite timeframes? While one is filling the other is emptying? That way the water flow will be more consistent rather than the occasional spurts. Also, I would enclose the pump end so that the water is forced down the outflow more consistently, rather than allowing it to splash and then flow down slower. So, two pumps working in tandem to allow for more consistent waterflow, longer fill periods to allow for longer waterflow periods, and an enclosed pump exit to tighten the flowing water. The end goal, I think, should be to get the water to be constantly flowing rather than periods of starts and stops. To this effect, maybe running an actual pump design would be a good idea? A shorter piston that pushes water into a tighter pipe in higher speeds, with a valve (door) that opens to allow water up as the piston fires, but closes and stops the water after the piston extends past it. This would allow for water to fill the pipe and flow through the map without the interruption seen in the simple piston design, and require just as many moving parts.
@func_kenobi
@func_kenobi Месяц назад
I am considering making them alternate as you have suggested, but making a real pump design had failed me 3 times already, for some reason all of them just don't work as good as simple solutions. In design you are proposing, the water being forced into tighter spaces, by a fast firing piston, is just going to phase water all over the map. Thank you for suggesting alternating design, that might make flow more consistent with right configuration.
@kodeytheneko
@kodeytheneko Месяц назад
@@func_kenobiI was going to suggest alternating design + bigger pistons / longer filling time as well.
@CheeseMeat_
@CheeseMeat_ Месяц назад
@@func_kenobi centrifugal pump?
@FurryWrecker911
@FurryWrecker911 Месяц назад
This looks like the kind of place you'd visit in a dream and feel the fear of being trapped with no escape but to go further down into the pits. Then you wake up and look around your room asking what just happened. Good map!
@AceCard051
@AceCard051 Месяц назад
feels like this kind of thing would be perfect for some half life water puzzles where you have to move the water around
@nickvlahos4547
@nickvlahos4547 Месяц назад
This looks so cool. It feels like a tech demo from like 2011 I love it.
@EzraBradford
@EzraBradford Месяц назад
One piston isn't going to move very much water per minute... you could of course add more pistons, but if you could add a surface that makes the water particles teleport upwards, that'd work faster _and_ avoid piston-un-loading issues.
@func_kenobi
@func_kenobi Месяц назад
Yeah, I already made the water intake larger. Unfortunately, I can't teleport water, at least as of now.
@RedMenace0
@RedMenace0 Месяц назад
3:25 when youve been standing under the bucket at the water park for the past 20 minutes
@azumanguy
@azumanguy Месяц назад
This is what I always used to dream about when I was younger and into Blender water sims and gmod at the same time
@denj4s
@denj4s Месяц назад
the OST makes the vibe of this video much better
@Danger_N00dle
@Danger_N00dle Месяц назад
If water physics can collide with the collision mesh of object, it might be possible to make the pump thingy as a model instead of hammer geo brush
@func_kenobi
@func_kenobi Месяц назад
Yeah, unfortunately, I am not much of a modeller myself.
@7249xxl
@7249xxl Месяц назад
My brain: This video is over decade old Reality: This video is fresh
@samuels1123
@samuels1123 Месяц назад
seems currently gwater operates primarily clientside, pulling collision data from observed entities if were serverside then all map entities could update collision at all times
@K-a-m-i-k-o
@K-a-m-i-k-o Месяц назад
its so well optimized that it runs this well with that many particles. insane.
@AsG_Alligator
@AsG_Alligator Месяц назад
Not sure how water interacts with prop_dynamics but you could make the pistons into models, and if them not rendering is the culprit of water ging through them you can give them a huge bounding box so they render through geometry at all times. Same thing with the screw, a model might be easier to handle than trying to do... that... with brushwork.
@choppyanims
@choppyanims Месяц назад
The music's kinda banger tho
@Oliepolie
@Oliepolie Месяц назад
Powered by PhysX Also iirc the water in the original mod didnt apply any force to objects, although I haven't personally tested it with the 2nd version. Perhaps you could make a test 'brick' wall using prop_physics or func_physbox and see if a large amount of water has enough force to push it over.
@trashtrash2169
@trashtrash2169 Месяц назад
There was a video from the dev that showed that, but I don't know if it's in available build.
@Insanabiliter_In_Linea
@Insanabiliter_In_Linea 28 дней назад
It's so bizarre seeing fullbright custom maps in Source with such realistic fluid simulations lol. Looks cool as hell! I feel like there has to be a way to force certain parts of the map to always be rendered regardless of the position of the player but I could be wrong, it's been aages since I did any serious mapping for Source.
@guhhuh-fp8nk
@guhhuh-fp8nk Месяц назад
This is sick
@agostonpahi3816
@agostonpahi3816 Месяц назад
dude that is a really cool concept map imagine if you had to cool a reactor and you had to move water via buttons from heat exchangers back to the reactor
@func_kenobi
@func_kenobi Месяц назад
as soon as some serverside integration is implemented, cool stuff will be possible. Wait and see :)
@kennycarter5682
@kennycarter5682 Месяц назад
a game like this be fun to watch levels flood with realistic water to the brim.
@Nientaledfaux
@Nientaledfaux Месяц назад
DO I HEAR RAIN WORLD MUSIC
@fisch37
@fisch37 Месяц назад
This looks way cooler than it has any right to do
@kobus9795
@kobus9795 Месяц назад
Insane to see stuff like this in a source game
@TowersofContrast
@TowersofContrast Месяц назад
the mechanism you are looking for is known as a screw pump. This should cut down on the water clipping into the moving mesh and with the added benefit of pumping water at a faster rate, physics permitting, of course.
@OlNoName
@OlNoName Месяц назад
It’s unbelievable seeing things like this being done in the source engine, a game engine with code going back 20+ years! Could you imagine this being done back then?
@KazmirRunik
@KazmirRunik Месяц назад
The water coming in from the chimney reminds me of being on a big ship when there's a high wave & the water just comes splashing in.
@XanTheDragon
@XanTheDragon Месяц назад
W song choice also very cool map, neat idea, incredible that it works
@celeed7672
@celeed7672 25 дней назад
I don't know how i ended up here, but this is cool af man, keep it up!
@Jameskii
@Jameskii Месяц назад
hammer scares me
@func_kenobi
@func_kenobi Месяц назад
If anything, it's not scarier than those DarkRP servers.)
@ihivihlk
@ihivihlk 25 дней назад
wtf jameskii???
@SilentWave-07
@SilentWave-07 Месяц назад
That water looks really good!
@midsack9154
@midsack9154 Месяц назад
hearing rainworld music outside of rainworld is really jarring
@maxxz365
@maxxz365 Месяц назад
Reminds me of the maps that were dedicated to the old gore mods for gmod. shit gives me nostalgia
@BaronVonPurp
@BaronVonPurp Месяц назад
Don't drink the water. They put something in it! To make you forget!...I don't even remember how I got here
@vissova
@vissova Месяц назад
I remember in the early 2000's as a kid asking my dad why games never seem to have realistic water in them, and he explained it would never be possible because of the computation needed for it. Yet here we are with realistic water in Gmod of all things. Granted we're probably still a ways off from having something like this in a real game but it's mind-blowing nevertheless.
@willowtreeangel
@willowtreeangel Месяц назад
Absolutely beautiful. I can imagine hanging around a map like this, just chucking props around, playing with friends. Great work, stuff like this keeps the game I grew up with alive 🫶
@Putper
@Putper Месяц назад
this is incredible you guys are doing awesome work
@mopspear
@mopspear Месяц назад
My old theory was that Source 2 would have been called "Water Source" and go heavily into fluid dynamics because Portal 2 started using some.
@casualbird7671
@casualbird7671 Месяц назад
Cayava was an excellent musical choice
@Danuxsy
@Danuxsy Месяц назад
this would go great with that mod where you build boats, imagine this with like a river map lol awesome
@zeryanbek
@zeryanbek Месяц назад
one thing i can suggest is making flat platforms slightly slanted to guide the water quicker to a certain area instead of it being stuck flat like at 3:34 the water is just sitting still slowly draining
@superkii
@superkii Месяц назад
Damn imagine like a wave machine or something but this could be so fire
@johanbjorkman1914
@johanbjorkman1914 Месяц назад
Imagine that ttt waterpark map made to work with gwater!
@Canzandridas
@Canzandridas Месяц назад
You could make alternating pistons to have a more constant flow.
@the_infinity_
@the_infinity_ Месяц назад
you could use multiple pistons that each take a shorter path th their own top to attain a more constant flow rate
@meridiasbeacon7669
@meridiasbeacon7669 Месяц назад
Rain World music!!!!! I am dancing uncontrollably oh god!!!!! Straight up shmooving it!!!!
@azieg9ygeb
@azieg9ygeb Месяц назад
And by it, you mean….??????
@TinyDeskEngineer
@TinyDeskEngineer Месяц назад
The mod's not even publicly available yet, and people are already making maps around it.
@Taras195
@Taras195 Месяц назад
How about making some cavities/boxes into the water lifting piston, allowing it to capture A LOT more water in those cavities, like a flattened reverse water wheel?
@StCost
@StCost Месяц назад
magnificent, what was ealrier prerendered, now is a mod. love it
@cinfdef
@cinfdef Месяц назад
Rainworld music nice
@Radnugget
@Radnugget Месяц назад
you could just have a catch around the pistons that leads water back to the system. Should lower losses.
@thebonemanahf
@thebonemanahf Месяц назад
THIS IS SO AWESOMEE I'VE BEEN LOVING YOUR WORK SO FAR
@McStebb
@McStebb Месяц назад
I'm amazed at how water-like it is, and i realize that's the point... But the fact that it's being done in GARRY'S MOD is what makes it crazy
@throwplate
@throwplate Месяц назад
Consider using Hammer++'s Propper integration to convert complex geometry in to static props. Also, has anyone played around with a shader injector such as ENBSeries or Reshade to apply screenspace reflections to the water?
@spartv1537
@spartv1537 Месяц назад
imagine flood 2.0 gamemode with this water
@balt.
@balt. Месяц назад
RAIN WORLD OST 🔥🔥🔥🔥🔥
@aisultan3329
@aisultan3329 Месяц назад
"Wow! Its so magical! my pc is smoking"
@Amogersuser
@Amogersuser Месяц назад
rain world music
@WolfmanDude
@WolfmanDude Месяц назад
I really wish physics simulation was a bigger deal in modern gaming. Imagine a version of GMOD where you could actually build complex machines with realistic physics, fluid dynamics and aerodynamics. Maybe I am weird but I would buy a 500$ GPU just for that alone!
@Lord_common_sense
@Lord_common_sense Месяц назад
500$ is nothing, my old rtx 3030 TI cost around 300 and my cpu 350 but thats something else, anyway this to say that it cost a lot of computation to do what u want
@grafn7194
@grafn7194 Месяц назад
How awesome to see maps purely for gwater
@hotpocketsat2am
@hotpocketsat2am Месяц назад
slugcat
@covid-kc6oz
@covid-kc6oz 29 дней назад
kayava heard, max respect
@rarrawer
@rarrawer Месяц назад
Is culling of map details based on line-of-sight? If so then perhaps it would be possible to bypass that by doing things like making map geometry transparent or maybe enclosing the entire map in an outer box to ensure the outer void of the BSP isn't in the "working area" where your water is? To my understanding, currently when you noclip outside of the map you are entering the endless empty void outside the of the level geometry and rooms as described by the map's BSP. By enclosing everything in a big box that null space would be pushed back to the outside of aforementioned giant box, letting you noclip anywhere within the box safely as long as you don't leave it. Investigation of the hammer map build/compile pipeline's optimization flags and parameters may be required to make space optimization less aggressive though. Hammer might be smart enough to notice that there's no way for a player to reach the space and cull it from the BSP instead of leaving giant empty extra unreachable rooms inside the space tree. (All uses of BSP here refer to the actual space-tree rather than the .bsp file containing both it and other level assets) There's triggers/functions to apply force to entities, right? Those might be worth investigating. I also recall that in half life 1 in the toxic waste sewers they had barrels following a giant complex loop to give the appearance of neverending barrels coming down from upstream; maybe a similar system but with buckets that cycle infinitely to scoop up and dump out water particles as they move?
@wolfsmaul-ger8318
@wolfsmaul-ger8318 Месяц назад
i just got an idea, designing maps that incorporate gwater for fountains or waterfalls and rivers
@SomeRandomPiggo
@SomeRandomPiggo Месяц назад
Funny how it looks better than Blender's fluid simulator which is not only far slower but also is far more restrictive
@greenmind9802
@greenmind9802 Месяц назад
I want this to be DM or TDM map for classic shooter like Quake or Half-Life Deathmatch
@winterwolf7812
@winterwolf7812 Месяц назад
Kayava my beloved
@StupitVoltMain
@StupitVoltMain Месяц назад
Rain world music is on spot
@bunny_dudette
@bunny_dudette Месяц назад
my buddy ben kenobi made a map like this. crazy coincidence
@NoVIcE_Source
@NoVIcE_Source Месяц назад
This is so cool lol
@JuanGamer0202
@JuanGamer0202 Месяц назад
We getting life like liquids on garrys mod before gta 6
@blackburngaming8345
@blackburngaming8345 Месяц назад
Gaht dayum NASA computer
@matthewgoodman434
@matthewgoodman434 Месяц назад
I don't know anything about gmod but it looks like the piston leaks a bit from the water bouncing. if it's possible, I think I slow acceleration at the bottom would reduce the bouncing
@Matoro342
@Matoro342 Месяц назад
Impressive. Very nice.
@webkinskid
@webkinskid Месяц назад
crazy how the simulation isn't running like dog water, looks awesome
@Connorses
@Connorses Месяц назад
More innovative than whatever the fuck Deadlock is
@BertranDeGato
@BertranDeGato Месяц назад
this is incredible
@rrai1999
@rrai1999 Месяц назад
bless you, this video deserves its success cool garrys mod content in 2024!!!!
@ErickMartin-fx7co
@ErickMartin-fx7co Месяц назад
Future is beautiful
@BetamaxFlippy
@BetamaxFlippy 28 дней назад
Yeah you can't exactly model a helix in Hammer, you'll need to use something else and then import it in.
@JTHT09
@JTHT09 Месяц назад
i respect the doctor who pfp
@SavvygeMediaGroup
@SavvygeMediaGroup Месяц назад
put a 2nd container inside the piston? so it's actually moving a small cup of water inside the piston instead of water filling up the piston,
@johanbjorkman1914
@johanbjorkman1914 Месяц назад
instead of pistons, have a set of platforms that move up and teleport to the bottom in a kind of conveyer belt system
@func_kenobi
@func_kenobi Месяц назад
I've tried that setup, unfortunately, for some reason, when platforms teleport, the water disintegrates into the shadow realm. No clue why that happens.
@identiticrisis
@identiticrisis Месяц назад
​@@func_kenobi goldsrc had func_train, is that or similar still a thing in source? See someone else's comment about a conveyor belt of platforms following a long looping path from bottom to top and back down again.
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