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)
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.
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!
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
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.
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.
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.
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 .
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
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
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.
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
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.
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.
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!
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.
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.
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.
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.
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.
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
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 🫶
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
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?
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?
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?
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!
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
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?
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.
I've tried that setup, unfortunately, for some reason, when platforms teleport, the water disintegrates into the shadow realm. No clue why that happens.
@@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.
size 15... i wonder if you could do some shader bullshit to make fake particles that look smaller than the set size of the water (like, flaking off of the real water particles and phasing through them) to make things feel more real without compromising on performance
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
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)
Exactly!!!
YES
i alway find you!!!
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.
@@func_kenobi Most defintely!
Thank you Obi-Wan Kenobi, this will surely help the jedi council
Obi-Chan
but what about the droid attack on the wookies?
@@deannakinsey2888 🤓
@@deannakinsey2888What ABOUT the droid attack on the wookies
@@yeoremuthare677 they made a 2.0 on the battle droids
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!
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
I was just about to say that
was about to say the same thing
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
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.
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.
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.
went straight to the comments for this lol
filtration system if it didnt lie
Kayava and Bioengineering playing in the background is soo epic. 🔥🔥
The 2000s vibes are insane and the music only makes it better
Rain World OST is so fire 🔥
the inner machinations of 5 pebbles
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 .
I hope this is a tongue-in-cheek joke
Prerendered fluid sims are usually more high-resolution and more realistic than anything that can be done in real-time, though.
@@TinyDeskEngineerfor now, hopefully
@@AlphaGarg The best jokes poke fun at things that are very much real.
His implication is entirely valid.
@@TinyDeskEngineer No one said otherwise.
If anything, you just repeated part of what he said. "it's not perfect, but it's pretty good"
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
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
Finding rain world music in completely unrelated videos is awesome.
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.
Hmm... nice idea... not sure why I didn't think of that... thank you.
@@func_kenobi Does gmod have func_viscluster? Ought to do the job
@@func_kenobi No problem! Happy to help
@@BlackStoneDiamond Came here to mention vislusters too.
@@func_kenobidoes this mean that if you spawn in more water
then the flow gets stronger?
This rocks. I love seeing people experiment with novel solutions and new ways to play with the engine. Bravo.
Feels like one of those videos you'd see in 2010 or something.. crazy
to be fair, no new games bother with accurate water simulations
Videos like these now have insane water so imagine what we would have for games in the next 10 years
Man, this water mod got so far so quickly on a 20-something year old game.
It’s amazing to see.
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
This deserves more views I've never seen something like this done in gmod before
Don't drink the water. They put something in it! To make you forget!...I don't even remember how I got here
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
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.
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.
@@func_kenobiI was going to suggest alternating design + bigger pistons / longer filling time as well.
@@func_kenobi centrifugal pump?
what a cool way to use water
feels like this kind of thing would be perfect for some half life water puzzles where you have to move the water around
3:25 when youve been standing under the bucket at the water park for the past 20 minutes
This looks so cool.
It feels like a tech demo from like 2011
I love it.
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.
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
Yeah, unfortunately, I am not much of a modeller myself.
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!
hammer scares me
If anything, it's not scarier than those DarkRP servers.)
wtf jameskii???
This is what I always used to dream about when I was younger and into Blender water sims and gmod at the same time
W song choice
also very cool map, neat idea, incredible that it works
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.
Yeah, I already made the water intake larger. Unfortunately, I can't teleport water, at least as of now.
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.
its so well optimized that it runs this well with that many particles.
insane.
I always thought Gwater looked kinda shite but the recent updates made it look incredible. What a sick map.
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.
There was a video from the dev that showed that, but I don't know if it's in available build.
I don't know how i ended up here, but this is cool af man, keep it up!
the OST makes the vibe of this video much better
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.
This looks way cooler than it has any right to do
My brain: This video is over decade old
Reality: This video is fresh
Insane to see stuff like this in a source game
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.
DO I HEAR RAIN WORLD MUSIC
This is sick
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
as soon as some serverside integration is implemented, cool stuff will be possible. Wait and see :)
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 🫶
THIS IS SO AWESOMEE I'VE BEEN LOVING YOUR WORK SO FAR
this is incredible you guys are doing awesome work
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
Reminds me of the maps that were dedicated to the old gore mods for gmod. shit gives me nostalgia
The music's kinda banger tho
Gaht dayum NASA computer
a game like this be fun to watch levels flood with realistic water to the brim.
Imagine that ttt waterpark map made to work with gwater!
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
this would go great with that mod where you build boats, imagine this with like a river map lol awesome
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?
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?
magnificent, what was ealrier prerendered, now is a mod. love it
That water looks really good!
you could use multiple pistons that each take a shorter path th their own top to attain a more constant flow rate
Rainworld music nice
Damn imagine like a wave machine or something but this could be so fire
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?
Cayava was an excellent musical choice
You could make alternating pistons to have a more constant flow.
Rainworld OST based
you could just have a catch around the pistons that leads water back to the system. Should lower losses.
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!
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
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?
rain world music
bless you, this video deserves its success
cool garrys mod content in 2024!!!!
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.
instead of pistons, have a set of platforms that move up and teleport to the bottom in a kind of conveyer belt system
I've tried that setup, unfortunately, for some reason, when platforms teleport, the water disintegrates into the shadow realm. No clue why that happens.
@@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.
This is so cool lol
RAIN WORLD OST 🔥🔥🔥🔥🔥
The mod's not even publicly available yet, and people are already making maps around it.
Funny how it looks better than Blender's fluid simulator which is not only far slower but also is far more restrictive
i just got an idea, designing maps that incorporate gwater for fountains or waterfalls and rivers
I want this to be DM or TDM map for classic shooter like Quake or Half-Life Deathmatch
We getting life like liquids on garrys mod before gta 6
crazy how the simulation isn't running like dog water, looks awesome
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,
Rain World OST mentioned?
imagine flood 2.0 gamemode with this water
"Wow! Its so magical! my pc is smoking"
this is incredible
How awesome to see maps purely for gwater
my buddy ben kenobi made a map like this. crazy coincidence
size 15...
i wonder if you could do some shader bullshit to make fake particles that look smaller than the set size of the water (like, flaking off of the real water particles and phasing through them)
to make things feel more real without compromising on performance
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
slugcat
i respect the doctor who pfp
Rain World music!!!!! I am dancing uncontrollably oh god!!!!! Straight up shmooving it!!!!
And by it, you mean….??????
Damn nice
rain world music :3
Gwater actually pushes objects now, could you make a dam with a water turbine that also pumps the water back up again?
There are some limitations.
More innovative than whatever the fuck Deadlock is
Impressive!