gm_waterflow update

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  • Опубліковано 28 лис 2024

КОМЕНТАРІ • 250

  • @NoVIcE_Source
    @NoVIcE_Source 4 місяці тому +390

    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 4 місяці тому +6

      Exactly!!!

    • @grunchchristmas
      @grunchchristmas 4 місяці тому +5

      YES

    • @triopical6884
      @triopical6884 4 місяці тому

      i alway find you!!!

    • @func_kenobi
      @func_kenobi  4 місяці тому +75

      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 4 місяці тому +1

      @@func_kenobi Most defintely!

  • @TheKingofFresh3
    @TheKingofFresh3 4 місяці тому +497

    Thank you Obi-Wan Kenobi, this will surely help the jedi council

    • @MelodyIV
      @MelodyIV 4 місяці тому +11

      Obi-Chan

    • @deannakinsey2888
      @deannakinsey2888 4 місяці тому +10

      but what about the droid attack on the wookies?

    • @MelodyIV
      @MelodyIV 4 місяці тому +1

      @@deannakinsey2888 🤓

    • @yeoremuthare677
      @yeoremuthare677 4 місяці тому +4

      @@deannakinsey2888What ABOUT the droid attack on the wookies

    • @deannakinsey2888
      @deannakinsey2888 4 місяці тому

      @@yeoremuthare677 they made a 2.0 on the battle droids

  • @quadrata8382
    @quadrata8382 4 місяці тому +298

    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!

  • @poisonshroom64
    @poisonshroom64 4 місяці тому +37

    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 4 місяці тому +2

      I was just about to say that

    • @SprDrumio64
      @SprDrumio64 3 місяці тому +1

      was about to say the same thing

  • @kurtczp
    @kurtczp 4 місяці тому +30

    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 3 місяці тому +4

      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.

  • @alexlambert8440
    @alexlambert8440 4 місяці тому +44

    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  4 місяці тому +32

      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 4 місяці тому +3

      went straight to the comments for this lol

    • @Its-pronounced-ay-zaer-e
      @Its-pronounced-ay-zaer-e 4 місяці тому +3

      filtration system if it didnt lie

  • @benzlobivec790
    @benzlobivec790 4 місяці тому +57

    Kayava and Bioengineering playing in the background is soo epic. 🔥🔥

  • @shadesoftime
    @shadesoftime 4 місяці тому +72

    The 2000s vibes are insane and the music only makes it better

    • @Albertable
      @Albertable 4 місяці тому +1

      Rain World OST is so fire 🔥

  • @somedude4087
    @somedude4087 4 місяці тому +25

    the inner machinations of 5 pebbles

  • @nuclearfrog306
    @nuclearfrog306 4 місяці тому +163

    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 4 місяці тому +9

      I hope this is a tongue-in-cheek joke

    • @TinyDeskEngineer
      @TinyDeskEngineer 4 місяці тому +36

      Prerendered fluid sims are usually more high-resolution and more realistic than anything that can be done in real-time, though.

    • @JNJNRobin1337
      @JNJNRobin1337 4 місяці тому +5

      ​@@TinyDeskEngineerfor now, hopefully

    • @schnek8927
      @schnek8927 4 місяці тому +5

      @@AlphaGarg The best jokes poke fun at things that are very much real.
      His implication is entirely valid.

    • @schnek8927
      @schnek8927 4 місяці тому +1

      @@TinyDeskEngineer No one said otherwise.
      If anything, you just repeated part of what he said. "it's not perfect, but it's pretty good"

  • @willtheoct
    @willtheoct 4 місяці тому +10

    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 4 місяці тому +1

      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

  • @Dukemz
    @Dukemz 4 місяці тому +10

    Finding rain world music in completely unrelated videos is awesome.

  • @crazychicken767
    @crazychicken767 4 місяці тому +16

    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  4 місяці тому +5

      Hmm... nice idea... not sure why I didn't think of that... thank you.

    • @BlackStoneDiamond
      @BlackStoneDiamond 4 місяці тому +3

      @@func_kenobi Does gmod have func_viscluster? Ought to do the job

    • @crazychicken767
      @crazychicken767 4 місяці тому

      @@func_kenobi No problem! Happy to help

    • @grafn7194
      @grafn7194 4 місяці тому +1

      @@BlackStoneDiamond Came here to mention vislusters too.

    • @TheRealRiggyPlushie
      @TheRealRiggyPlushie 4 місяці тому

      @@func_kenobidoes this mean that if you spawn in more water
      then the flow gets stronger?

  • @Triffgits
    @Triffgits 4 місяці тому +13

    This rocks. I love seeing people experiment with novel solutions and new ways to play with the engine. Bravo.

  • @ethosaur
    @ethosaur 4 місяці тому +16

    Feels like one of those videos you'd see in 2010 or something.. crazy

    • @kilvertm
      @kilvertm 4 місяці тому +4

      to be fair, no new games bother with accurate water simulations

    • @CheeseMeat_
      @CheeseMeat_ 4 місяці тому

      Videos like these now have insane water so imagine what we would have for games in the next 10 years

  • @MillywiggZ
    @MillywiggZ 4 місяці тому +4

    Man, this water mod got so far so quickly on a 20-something year old game.
    It’s amazing to see.

  • @Coolboi2009
    @Coolboi2009 4 місяці тому +13

    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_ 4 місяці тому +3

    This deserves more views I've never seen something like this done in gmod before

  • @BaronVonPurp
    @BaronVonPurp 4 місяці тому +2

    Don't drink the water. They put something in it! To make you forget!...I don't even remember how I got here

  • @samuels1123
    @samuels1123 4 місяці тому +1

    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

  • @thefrogthatknows5251
    @thefrogthatknows5251 4 місяці тому +5

    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  4 місяці тому +4

      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.

    • @SolaceCafe
      @SolaceCafe 4 місяці тому

      @@func_kenobiI was going to suggest alternating design + bigger pistons / longer filling time as well.

    • @CheeseMeat_
      @CheeseMeat_ 4 місяці тому

      @@func_kenobi centrifugal pump?

  • @poptre67
    @poptre67 4 місяці тому +8

    what a cool way to use water

  • @AceCard051
    @AceCard051 4 місяці тому +1

    feels like this kind of thing would be perfect for some half life water puzzles where you have to move the water around

  • @RedMenace0
    @RedMenace0 4 місяці тому +1

    3:25 when youve been standing under the bucket at the water park for the past 20 minutes

  • @nickvlahos4547
    @nickvlahos4547 4 місяці тому +1

    This looks so cool.
    It feels like a tech demo from like 2011
    I love it.

  • @KazmirRunik
    @KazmirRunik 4 місяці тому

    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.

  • @Danger_N00dle
    @Danger_N00dle 4 місяці тому +1

    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  4 місяці тому

      Yeah, unfortunately, I am not much of a modeller myself.

  • @FurryWrecker911
    @FurryWrecker911 3 місяці тому

    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!

  • @Jameskii
    @Jameskii 3 місяці тому +1

    hammer scares me

    • @func_kenobi
      @func_kenobi  3 місяці тому

      If anything, it's not scarier than those DarkRP servers.)

    • @ihivihlk
      @ihivihlk 3 місяці тому

      wtf jameskii???

  • @azumanguy
    @azumanguy 4 місяці тому +1

    This is what I always used to dream about when I was younger and into Blender water sims and gmod at the same time

  • @XanTheDragon
    @XanTheDragon 4 місяці тому

    W song choice
    also very cool map, neat idea, incredible that it works

  • @EzraBradford
    @EzraBradford 4 місяці тому +2

    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  4 місяці тому +2

      Yeah, I already made the water intake larger. Unfortunately, I can't teleport water, at least as of now.

  • @AsG_Alligator
    @AsG_Alligator 4 місяці тому +1

    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.

  • @K-a-m-i-k-o
    @K-a-m-i-k-o 3 місяці тому

    its so well optimized that it runs this well with that many particles.
    insane.

  • @RumpIeForeskln
    @RumpIeForeskln 4 місяці тому +3

    I always thought Gwater looked kinda shite but the recent updates made it look incredible. What a sick map.

  • @Oliepolie
    @Oliepolie 4 місяці тому +3

    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 4 місяці тому +1

      There was a video from the dev that showed that, but I don't know if it's in available build.

  • @celeed7672
    @celeed7672 3 місяці тому

    I don't know how i ended up here, but this is cool af man, keep it up!

  • @denj4s
    @denj4s 4 місяці тому +1

    the OST makes the vibe of this video much better

  • @Insanabiliter_In_Linea
    @Insanabiliter_In_Linea 3 місяці тому

    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.

  • @fisch37
    @fisch37 4 місяці тому +1

    This looks way cooler than it has any right to do

  • @7249xxl
    @7249xxl 3 місяці тому

    My brain: This video is over decade old
    Reality: This video is fresh

  • @kobus9795
    @kobus9795 4 місяці тому +1

    Insane to see stuff like this in a source game

  • @TowersofContrast
    @TowersofContrast 3 місяці тому

    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.

  • @Nientaledfaux
    @Nientaledfaux 4 місяці тому +7

    DO I HEAR RAIN WORLD MUSIC

  • @guhhuh-fp8nk
    @guhhuh-fp8nk 4 місяці тому +10

    This is sick

  • @agostonpahi3816
    @agostonpahi3816 3 місяці тому

    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  3 місяці тому

      as soon as some serverside integration is implemented, cool stuff will be possible. Wait and see :)

  • @willowtreeangel
    @willowtreeangel 4 місяці тому

    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 🫶

  • @thebonemanahf
    @thebonemanahf 4 місяці тому

    THIS IS SO AWESOMEE I'VE BEEN LOVING YOUR WORK SO FAR

  • @Putper
    @Putper 4 місяці тому

    this is incredible you guys are doing awesome work

  • @zeryanbek
    @zeryanbek 4 місяці тому

    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

  • @maxxz365
    @maxxz365 3 місяці тому

    Reminds me of the maps that were dedicated to the old gore mods for gmod. shit gives me nostalgia

  • @choppyanims
    @choppyanims 4 місяці тому +4

    The music's kinda banger tho

  • @blackburngaming8345
    @blackburngaming8345 4 місяці тому +2

    Gaht dayum NASA computer

  • @kennycarter5682
    @kennycarter5682 4 місяці тому

    a game like this be fun to watch levels flood with realistic water to the brim.

  • @johanbjorkman1914
    @johanbjorkman1914 4 місяці тому +1

    Imagine that ttt waterpark map made to work with gwater!

  • @McStebb
    @McStebb 4 місяці тому

    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

  • @Danuxsy
    @Danuxsy 4 місяці тому

    this would go great with that mod where you build boats, imagine this with like a river map lol awesome

  • @throwplate
    @throwplate 4 місяці тому

    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?

  • @OlNoName
    @OlNoName 3 місяці тому

    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?

  • @StCost
    @StCost 4 місяці тому +1

    magnificent, what was ealrier prerendered, now is a mod. love it

  • @SilentWave-07
    @SilentWave-07 3 місяці тому

    That water looks really good!

  • @the_infinity_
    @the_infinity_ 3 місяці тому

    you could use multiple pistons that each take a shorter path th their own top to attain a more constant flow rate

  • @cinfdef
    @cinfdef 4 місяці тому +2

    Rainworld music nice

  • @superkii
    @superkii 4 місяці тому

    Damn imagine like a wave machine or something but this could be so fire

  • @rarrawer
    @rarrawer 4 місяці тому

    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?

  • @casualbird7671
    @casualbird7671 4 місяці тому

    Cayava was an excellent musical choice

  • @Canzandridas
    @Canzandridas 3 місяці тому

    You could make alternating pistons to have a more constant flow.

  • @vonnie0_0
    @vonnie0_0 4 місяці тому +1

    Rainworld OST based

  • @Radnugget
    @Radnugget 4 місяці тому

    you could just have a catch around the pistons that leads water back to the system. Should lower losses.

  • @WolfmanDude
    @WolfmanDude 4 місяці тому

    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 3 місяці тому

      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

  • @Taras195
    @Taras195 4 місяці тому

    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?

  • @Amogersuser
    @Amogersuser 4 місяці тому +2

    rain world music

  • @rrai1999
    @rrai1999 4 місяці тому

    bless you, this video deserves its success
    cool garrys mod content in 2024!!!!

  • @vissova
    @vissova 4 місяці тому

    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.

  • @johanbjorkman1914
    @johanbjorkman1914 4 місяці тому +1

    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  4 місяці тому +1

      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 4 місяці тому

      ​@@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.

  • @NoVIcE_Source
    @NoVIcE_Source 4 місяці тому +1

    This is so cool lol

  • @balt.
    @balt. 4 місяці тому +1

    RAIN WORLD OST 🔥🔥🔥🔥🔥

  • @TinyDeskEngineer
    @TinyDeskEngineer 4 місяці тому

    The mod's not even publicly available yet, and people are already making maps around it.

  • @SomeRandomPiggo
    @SomeRandomPiggo 3 місяці тому

    Funny how it looks better than Blender's fluid simulator which is not only far slower but also is far more restrictive

  • @wolfsmaul-ger8318
    @wolfsmaul-ger8318 4 місяці тому

    i just got an idea, designing maps that incorporate gwater for fountains or waterfalls and rivers

  • @greenmind9802
    @greenmind9802 4 місяці тому

    I want this to be DM or TDM map for classic shooter like Quake or Half-Life Deathmatch

  • @JuanGamer0202
    @JuanGamer0202 4 місяці тому

    We getting life like liquids on garrys mod before gta 6

  • @webkinskid
    @webkinskid 4 місяці тому

    crazy how the simulation isn't running like dog water, looks awesome

  • @SavvygeMediaGroup
    @SavvygeMediaGroup 4 місяці тому

    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,

  • @Zedorfska
    @Zedorfska 4 місяці тому +2

    Rain World OST mentioned?

  • @spartv1537
    @spartv1537 4 місяці тому

    imagine flood 2.0 gamemode with this water

  • @aisultan3329
    @aisultan3329 4 місяці тому

    "Wow! Its so magical! my pc is smoking"

  • @BertranDeGato
    @BertranDeGato 4 місяці тому +1

    this is incredible

  • @grafn7194
    @grafn7194 4 місяці тому

    How awesome to see maps purely for gwater

  • @bunny_dudette
    @bunny_dudette 4 місяці тому

    my buddy ben kenobi made a map like this. crazy coincidence

  • @casssaph2287
    @casssaph2287 4 місяці тому

    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

  • @matthewgoodman434
    @matthewgoodman434 4 місяці тому

    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

  • @hotpocketsat2am
    @hotpocketsat2am 4 місяці тому +3

    slugcat

  • @JTHT09
    @JTHT09 3 місяці тому +1

    i respect the doctor who pfp

  • @meridiasbeacon7669
    @meridiasbeacon7669 4 місяці тому +9

    Rain World music!!!!! I am dancing uncontrollably oh god!!!!! Straight up shmooving it!!!!

    • @azieg9ygeb
      @azieg9ygeb 4 місяці тому +1

      And by it, you mean….??????

  • @glaveglave7000
    @glaveglave7000 4 місяці тому +2

    Damn nice

  • @nojonsko
    @nojonsko 4 місяці тому +1

    rain world music :3

  • @gehstur7150
    @gehstur7150 4 місяці тому

    Gwater actually pushes objects now, could you make a dam with a water turbine that also pumps the water back up again?

  • @Connorses
    @Connorses 4 місяці тому

    More innovative than whatever the fuck Deadlock is

  • @drtrashbin
    @drtrashbin 4 місяці тому +2

    Impressive!