@@hotdogstockimage It is, and I personally have grievances with some of the settings and certain map compatibility issues, but it is currently one of the only ways to actually have a proper day/night cycle with integrated dynamic weather. Otherwise it'll probably be a while before a more optimized solution is available for such a conundrum.
You know, people say Black Mesa pushes the limits of the Source engine but I think that’s in a graphical perspective. Personally, I think that Garry’s Mod really pushes the limits of the Source engine with stuff like InfMap!
It's more like Infmap sidestepping Source entirely by tacking on a dynamically scrolling world. Technically you never leave the grid, but through some jiggery pokery infmap decides what you see, hear and collide with thereby simulating a larger world.
@@lillywho I guess that's why server-sided entities like NPCs, props, ragdolls clip trough when they leave the grid. That makes me question, what if someone made a client-side prop, ragdoll and NPC system? With a peer-to-peer syncing, sure the server would still exist, but you can use the server as a sort of relay to broadcast the messages to each client when let's say host client (first player who joins the server on dedicated servers otherwise default to listen server host) sends message, server receives it and broadcasts it to others. Sure this is a lot of work and it might cause server-lag, but you can make packets that constantly need to be updated as unreliable but end result would be you have a system where you can simulate stuff on client without the server ever knowing about it's existance?
Unlike the original half life each map of half life 2 are basically two long lines only broken up by the teleport sequence after nova prospect (if you align the two versions of Klieners lab it goes in the other direction) So it may actually work, though I doubt it would be very functional The original half life just wouldn't without portals as even maps directly next to each other would intersect if combined
Half Life 2 is a heavily scripted game that uses a lot of different lighting and skyboxes, so while it may be possible for one to put all of Half Life 2 into this 'infinite map' system, there would be no scripted/playable sequences and every location you travel to would all have the same lighting, which is fine and realistic in a sense, but it would throw off the original/intended ambience for certain levels like Ravenholm, or the coast outside of Nova Prospekt
5:27 back in the days we had that planetoid map, the one with a bunch of planes inside sphere meshes, those were still cool. This could be a natural evolution of those maps.
The infinite map base was actually made with the intent of reviving those maps. The normal base even has small planetoids with surfaces on them as well.
Romans Taxi station missing might acutally be due to it beeing a prop or sort of thing since in the campaign of gta4 the model gets multiple times replaced
Now we need to give GMod the same asset streaming system that Open World games have, so you can have the LOD map in the distance, and the high detail version of the area where you stand, like GTA itself.
It's interesting to see the earth model being rendered with little to no visual distortion. The Source engine uses floating point numbers, which means the farther away you get from 0, the bigger the gap is for numbers (EX: 0.001, 0.002, 0.003.....1.235, 1.239, 1.243.... 6583, 9573, 1297 etc.) You can see the sun and other distant planets glitching out from the distance since the numbers are getting so big that the polygons that make them are rounding heavily and snapping into the same spots. It's interesting that it doesn't happen to the earth.
Likely from the Infinite Map system using 3D skybox techniques, where the actual map geometry is tiny, but rendered in the skybox to be massive. Planet sizes become sane for the game to handle--but their distances from each other is still too large, so only Earth gets a good render.
The tech that made this possible was developed by “Mee” (not me) , he is a straight up genius who deserves all the credit for Frankensteining gmod into not having map limits. It’s also the reason why you lag when entering new areas, he developed a way to kind of cache extended parts of the map and trick the game into thinking your still at the last location just moving the opposite way. It’s complicated as hell and I truly don’t understand it, but god damn is it interesting.
One of the greatest games of all time. Bro I remember there being a space server back in the day where you could build rockets super detailed with different parts.. oxygen levels etc (I was too young at the time to understand how to build a functionable rocket so would die in space half the time lol) and you could fly into and land on different planets like the Moon or Mars.. sorta looked something like the map you showed in this video. Was cool af 💯
People Out Here really trying to Push The Engines to its limits, it amazes me how these maps are even possible with the shit the Source Engine can give to it max
I am hoping that someone makes flatgrass and construct at the same map, imagine playing flatgrass and then going to other map without loading another map
The thing is, these maps need a ton of ram, I couldn't even launch the GTA 3 map with 8 gigs, and I heard the San Andreas one needs 16 gigs of FREE ram, not 16 gigs overall
Absolutely crazy, a testament of how talented these madlad modders are and of how great Source is as an engine, HL2 still awes me to this day, for a 2004 engine Valve was just so ahead of everyone else, it's sad they lost the crown in the game engine department to Epic, now I just want Source 2 to catch up to Unreal 5 and even surpass it in the future.
there is a reason why source maps are small. The more you get away from X0 Y0 Origin of the map, the less accurate everything can be calculated and its a game engine restriction. This is where Unreal engine 5.1 (or was it 5.2?) comes into play, where the map can be as big as 88 million km, previous versions only could do up to 22 km in map size.
One issue thats occured to me, specifically when you mentioned skyrim, is displacements. I'm not entirely sure how the maps are ported into gmod, but in skyrim a lot of the world is what you would call displacements. Maps having too many displacements starts to cause issues (Pinsplash went over this in his "Dumbest source engine arguments" video). Still, really cool to see how far we can push the engine!
I've been waiting for a complete HL1 Black Mesa map all the way from the tram ride to Lambda Core, including all of the Op4 and Blue Shift maps as well. I hope that's next.
Maybe even make a map with the InfiMap base that merges areas from HL1, OP4, Blue Shift & Decay. Maybe even throw in areas from the mods Azure Sheep, Point of View, Visitors, Military Duty, Escape 1 & 2, Visitors, Field Intensity and probably others.
I imagine how Garry made GMod so that people would just build all sorts of interesting things on small maps, but when he comes back a few years later, he sees how the players decided to make the whole damn visible universe 1:1, because they can. If this is what we were able to do with the engine that was made many years ago, I have a suspicion that in a few years we will turn Source 2 into a copy of Ready Player One
Fun fact, the world's you see in the grass 4 and 5 maps are actually the reflection worlds. When you see reflections in gta 4 and 5 this is what you actually see
I still find it crazy the funny physics engine from 2004 is capable of shit like this maybe if someone figures out how to implement LOD these games can be ported to gmod in full detail
I know it's funny, but I find the way you swear hysterical. It's totally warranted and reminds me of mid-2000s UA-cam when censorship didn't really matter and people just posted videos with genuine, unfiltered commentary simply for the hell of it.
With how big some of these maps are getting I am curious if perhaps someone might one day try making an original small open world map using source. Perhaps one set in the hl universe designed around stuff like the gravity gun and other existing mechanics but expanded upon. I don't know if that would be pushing it however because the physics would take up way more than just having a large map.
I remember back in the day watching gmod videos and being surprised how people ported Princess Peach castle into gmod...now we have people porting the ENTIRE DAMN SOLAR SYSTEN INTO THE GAME...all i can say is...can't wait for the S&Box 2 to release :)
And i though Euro truck and American truck sim and Kerbal Space program were expansive games. This will be an amazing development for video games be they on source or not
don't underestimate gmoders, they could (and probably will) do it. Making the entirety of the Vatican City or Monaco is like childs play so someone will eventually do it making a larger country, like Mozambique, would definetly be possible
I was able to play the HD version + collisions of Los Santos, it loaded in my system in just 3:30 min running at 90-100fps 1440p MSAAx8. I think you need 32GB of RAM and a GPU with more than 8GB of VRAM to load it.
Is it possible to have some multiplayer on the San Andreas map? Imagine a zombie survival kind of game where you have to go around randomly spawning headcrabs, fast zombies, etc. loot weapons, drive cars
The reason for the stutter is because your entering a new chunk which causes the game to have to generate all the collisions for that new chunk and remove the previous chunks collision
…anyone else have the Hit & Run theme playing in their head? Makes me wanna hook up my Ps2 again and play the game over again! That game was my GTA growing up!
Unless someone made a mod where the RAM did not save all the map cache at once and do it like the modern title style, we should need a beefy computer to run this mod for now.
Gmod maps in 2013 : a small roleplay town
Gmod maps in 2023 : the whole goddamn universe
Now we need day/night cycle and dynamic weather in the Source engine
@@yaroslavm9898 Stormfox sorta works for that
@@Blabimirkinda laggy
@@hotdogstockimage It is, and I personally have grievances with some of the settings and certain map compatibility issues, but it is currently one of the only ways to actually have a proper day/night cycle with integrated dynamic weather. Otherwise it'll probably be a while before a more optimized solution is available for such a conundrum.
gmod engine: lord have mercy im too weak
Can't wait for the entire universe to be ported to Garry's Mod in a 1:1 scale.
elite dangerous gamemode when
@@epidemic7 i cant wait either for the entire universe to be ported to garry's mod in a 1:1 scale
@nolliepollie I can't wait either for the entire universe to be ported Garry's mod in 1:1 scale
@@ALWAREED_ i cant wait either for the entire universe to be ported to garry's mod in a 1:1 scale
@@Ulu79 i cant wait either for the entire universe to be ported to garry's mod in a 1:1 scale
Imagine how cursed would be a Springfield RP server
Homer Simpson grabbing you out of nowhere with a physgun
*shoots you with Mega AK* “outta my way, jerkass!” Lol
I'm moe
@@painkiller_j3071 and me Barney
@@robamarcia"hey Gordon, its me Barney from black mesa"
You know, people say Black Mesa pushes the limits of the Source engine but I think that’s in a graphical perspective. Personally, I think that Garry’s Mod really pushes the limits of the Source engine with stuff like InfMap!
It's more like Infmap sidestepping Source entirely by tacking on a dynamically scrolling world. Technically you never leave the grid, but through some jiggery pokery infmap decides what you see, hear and collide with thereby simulating a larger world.
@@lillywho I guess that's why server-sided entities like NPCs, props, ragdolls clip trough when they leave the grid.
That makes me question, what if someone made a client-side prop, ragdoll and NPC system? With a peer-to-peer syncing, sure the server would still exist, but you can use the server as a sort of relay to broadcast the messages to each client when let's say host client (first player who joins the server on dedicated servers otherwise default to listen server host) sends message, server receives it and broadcasts it to others. Sure this is a lot of work and it might cause server-lag, but you can make packets that constantly need to be updated as unreliable but end result would be you have a system where you can simulate stuff on client without the server ever knowing about it's existance?
@@chibisayori20genius idea
black mesa + inf map ... need i say more
A few days ago a 1:1 recreation of a Hamburg city was released on the workshop. its a literal 3d scan of the city block
Imagine getting doxxed in the source engine lmao
187 rp server???
So does this mean that the entire Half Life 2 Campaign could be mashed into a single map and played without any loading screens?
Unlike the original half life each map of half life 2 are basically two long lines only broken up by the teleport sequence after nova prospect (if you align the two versions of Klieners lab it goes in the other direction)
So it may actually work, though I doubt it would be very functional
The original half life just wouldn't without portals as even maps directly next to each other would intersect if combined
Half Life 2 is a heavily scripted game that uses a lot of different lighting and skyboxes, so while it may be possible for one to put all of Half Life 2 into this 'infinite map' system, there would be no scripted/playable sequences and every location you travel to would all have the same lighting, which is fine and realistic in a sense, but it would throw off the original/intended ambience for certain levels like Ravenholm, or the coast outside of Nova Prospekt
Canals overlaps Coast, so I don't know if it'd be too good if that's a feature of it.
@@Masterlegodude this guy knows
@@DogsRNice sections of hl2 overlap as well
Skyrim is like a common cold now, where you never go out of your way to get it. It just kind of happens to you hahaa!
This is a great analogy 👍
5:27 back in the days we had that planetoid map, the one with a bunch of planes inside sphere meshes, those were still cool. This could be a natural evolution of those maps.
The infinite map base was actually made with the intent of reviving those maps. The normal base even has small planetoids with surfaces on them as well.
Romans Taxi station missing might acutally be due to it beeing a prop or sort of thing since in the campaign of gta4 the model gets multiple times replaced
Now we need to give GMod the same asset streaming system that Open World games have, so you can have the LOD map in the distance, and the high detail version of the area where you stand, like GTA itself.
maps like south side and union city have that already so it is possible (but it has to do it the sky box i think)
I can't wait for somebody to make the entire observable universe in Gmod.
I can't believe our universe has been running in the Source engine this whole time
That explains a lot of things.
I dont think so it doesnt crash and have janky physics
@@macrofurra Have you tried to see if there is fall danage?
I can't believ-v-v-v-v-v-v-v-v- HL2.EXE HAS STOPPED RESPONDING
Cannot wait to roleplay my life in 1:1 Gmod earth.
It's interesting to see the earth model being rendered with little to no visual distortion. The Source engine uses floating point numbers, which means the farther away you get from 0, the bigger the gap is for numbers (EX: 0.001, 0.002, 0.003.....1.235, 1.239, 1.243.... 6583, 9573, 1297 etc.) You can see the sun and other distant planets glitching out from the distance since the numbers are getting so big that the polygons that make them are rounding heavily and snapping into the same spots. It's interesting that it doesn't happen to the earth.
Likely from the Infinite Map system using 3D skybox techniques, where the actual map geometry is tiny, but rendered in the skybox to be massive. Planet sizes become sane for the game to handle--but their distances from each other is still too large, so only Earth gets a good render.
The tech that made this possible was developed by “Mee” (not me) , he is a straight up genius who deserves all the credit for Frankensteining gmod into not having map limits. It’s also the reason why you lag when entering new areas, he developed a way to kind of cache extended parts of the map and trick the game into thinking your still at the last location just moving the opposite way. It’s complicated as hell and I truly don’t understand it, but god damn is it interesting.
Also being as source 1 and source 2 are so similar (even with map limits) it could be cool to see the same tech used in s&box
can't wait to play a round of TTT with my buds on *the entirety of the solar system*
Get sniped with the AWP from three planets away
"Dude, where are you?"
"I'm on Uranus."
@@lillywho"MOM GET THE CAMERA"
@@lillywhoimagine every planet gets destroyed by a single bullet of AWP, killing tons of players in the game causes free win xD
@@Silver_Swan_MK2then you realize you werent playing a game anymore.
5:16 the genuine awe in your voice when you said the whole f*ing solar system made me lose it
I hope someone makes a map for Fallout New Vegas, that would be really fun to explore in gmod
maybe fallout rp could get revived
When Source 2 is released Todd is gonna make us play Skyrim yet again in it.
Maybe they'll secretly put the entire map of Skyrim in Starfield.
Galaxy map so realistic you won't even know your ship is moving lmfao
They even got *Uranus* in GMod 💀
One of the greatest games of all time. Bro I remember there being a space server back in the day where you could build rockets super detailed with different parts.. oxygen levels etc (I was too young at the time to understand how to build a functionable rocket so would die in space half the time lol) and you could fly into and land on different planets like the Moon or Mars.. sorta looked something like the map you showed in this video. Was cool af 💯
gotta love space build....
0:40
"We've made major strides since then...major strides."
Honestly this is a good thing for mappers as we are heavily restricted with large maps with hammers limits
People Out Here really trying to Push The Engines to its limits, it amazes me how these maps are even possible with the shit the Source Engine can give to it max
the size of these maps are about to give you a heart attack
I am hoping that someone makes flatgrass and construct at the same map, imagine playing flatgrass and then going to other map without loading another map
scientist are going to start playing gmod in the future to study space
Before HL2 released, there were a lot of memes in the Half Life community about how the source engine could do anything...
The thing is, these maps need a ton of ram, I couldn't even launch the GTA 3 map with 8 gigs, and I heard the San Andreas one needs 16 gigs of FREE ram, not 16 gigs overall
Never thought l'd see the HD rendition of Liberty City brought onto Garry's Mod, it is something i didn't know i needed lol
yeah "HD"
@@laprueba6521 hd meant the hd gta iv liberty city instead of lcs 3d liberty city
Absolutely crazy, a testament of how talented these madlad modders are and of how great Source is as an engine, HL2 still awes me to this day, for a 2004 engine Valve was just so ahead of everyone else, it's sad they lost the crown in the game engine department to Epic, now I just want Source 2 to catch up to Unreal 5 and even surpass it in the future.
5:26 One day I'll be grown enough to not laugh on this word
there is a reason why source maps are small. The more you get away from X0 Y0 Origin of the map, the less accurate everything can be calculated and its a game engine restriction.
This is where Unreal engine 5.1 (or was it 5.2?) comes into play, where the map can be as big as 88 million km, previous versions only could do up to 22 km in map size.
I was devastated when GTA 4 rendition of LC was just the LOD version
One issue thats occured to me, specifically when you mentioned skyrim, is displacements.
I'm not entirely sure how the maps are ported into gmod, but in skyrim a lot of the world is what you would call displacements.
Maps having too many displacements starts to cause issues (Pinsplash went over this in his "Dumbest source engine arguments" video).
Still, really cool to see how far we can push the engine!
I've been waiting for a complete HL1 Black Mesa map all the way from the tram ride to Lambda Core, including all of the Op4 and Blue Shift maps as well. I hope that's next.
Maybe even make a map with the InfiMap base that merges areas from HL1, OP4, Blue Shift & Decay. Maybe even throw in areas from the mods Azure Sheep, Point of View, Visitors, Military Duty, Escape 1 & 2, Visitors, Field Intensity and probably others.
Infmap is the future of GMod!
Ayo the Hit and Run map is baller
damn if modders pushed doom 2 to "total chaos" mod which is basicaly cry of fear, i fear what they can build out of sourse
It took the challenge by recreating from other games to Garry’s mod…
I imagine how Garry made GMod so that people would just build all sorts of interesting things on small maps, but when he comes back a few years later, he sees how the players decided to make the whole damn visible universe 1:1, because they can.
If this is what we were able to do with the engine that was made many years ago, I have a suspicion that in a few years we will turn Source 2 into a copy of Ready Player One
*A new level of "yo-mama-jokes" has been reached:*
Yo mama's so fat, that GMod Infinite Map can't handle it.
Fun fact, the world's you see in the grass 4 and 5 maps are actually the reflection worlds. When you see reflections in gta 4 and 5 this is what you actually see
Infmap base is literally the coolest most insane thing ever created in gaming history.
I still find it crazy the funny physics engine from 2004 is capable of shit like this maybe if someone figures out how to implement LOD these games can be ported to gmod in full detail
if they added lighting it would look so much better too
Now wait for earth map 1:1 with every detail, becuse this one is low quallity
(And a fast plane)
Glad you liked my maps hehe
I can't believe they made the earth from gmod into a real planet
Imagine playing DarkRP on the entire San Andreas map.
I'm just waiting for someone to make a patch for Metrostroi. That would elevate things way beyond! Never again limited by the size of the grid!
We got whole gta map in gmod before gta 6
can't wait until they add the entirety of punjab to garry's mod so we can have a fully accurate rad-simulator
LMAO
I image someone in future will conect all half life 2 maps into one big map ( i mean from city 17 to nova prospect)
I know it's funny, but I find the way you swear hysterical. It's totally warranted and reminds me of mid-2000s UA-cam when censorship didn't really matter and people just posted videos with genuine, unfiltered commentary simply for the hell of it.
Source Engine never fail to surprise me with what it can do...
Can't wait until someone port it into GoldSrc lol
Its immpresive how modders do this
What's even funnier is playing it in VR, I literally cried 💀
Falling in gas giant in vr must be traumatizing asf 💀💀💀
wow i hope the guy who imported the skyrim map also imports morrowind that would be so cool to run around vardenfell
someone has uploaded a 1:1 scale of the multiverse lol
you cant imagine how much i love these intros
Can't wait a for a dark rp Spanning the entire known universe
With how big some of these maps are getting I am curious if perhaps someone might one day try making an original small open world map using source. Perhaps one set in the hl universe designed around stuff like the gravity gun and other existing mechanics but expanded upon. I don't know if that would be pushing it however because the physics would take up way more than just having a large map.
How did they get past the limited world size?
Mee (the creator of the InfMap Map base) explains it here ua-cam.com/video/NPsxeRELlNY/v-deo.html
Just another day in the Garry's Mod workshop
I remember back in the day watching gmod videos and being surprised how people ported Princess Peach castle into gmod...now we have people porting the ENTIRE DAMN SOLAR SYSTEN INTO THE GAME...all i can say is...can't wait for the S&Box 2 to release :)
what an unbaked shadow-less man lmao XD
And i though Euro truck and American truck sim and Kerbal Space program were expansive games. This will be an amazing development for video games be they on source or not
"what makes us laugh makes us cry : big smoke
The music that starts at 3:49 is the track "Radiation Hazard - Buckshot" - I liked its mysterious sounds and rhythm 🎹
mornin my friend
Radiation Hazard kinda sounds like Michio Kaku when explaining these maps. XD
This isnt possible now but imagine having an entire country as a map.
don't underestimate gmoders, they could (and probably will) do it.
Making the entirety of the Vatican City or Monaco is like childs play so someone will eventually do it
making a larger country, like Mozambique, would definetly be possible
@@EliteGordon1337 i love gmoders more now
@@batox7764 🤵🍷
Finally. The Matrix Is Real.
thats quite possible
Can't wait to see someone port a 1:1 scale of the vatican city
Definitely a video of all time
Gmod maps in 2023 : the whole goddamn universe
Gmod maps in 2024 : The whole goddam Multiverse
RP servers are going to be crazy
I was able to play the HD version + collisions of Los Santos, it loaded in my system in just 3:30 min running at 90-100fps 1440p MSAAx8. I think you need 32GB of RAM and a GPU with more than 8GB of VRAM to load it.
Me on my 8gb gaming laptop: 💻🔥
I burned 1 RAM slot and the motherboard making this map downgraded from 16gb to 12gb after being repaired
Wish to see someone port over the entirety of Duke 3D and most of its mods and expansions to make a huge map in this GMod map base.
the Simpsons Hit and Run Map looks so cool for RPing on xD
Next map: Fallout 4 and Starfield
Cool, now we can put "gmod" on 1st place on those "top 10 biggest game maps" videos!
Is it possible to have some multiplayer on the San Andreas map? Imagine a zombie survival kind of game where you have to go around randomly spawning headcrabs, fast zombies, etc. loot weapons, drive cars
It can be possible but you'd need a server with very high specs to run it. Atleast that's what I guess.
get no scoped - ❌
get sun scoped - ✅
Infmap has been an absolutely amazing thing for Gmod. Definitely the biggest addon for Gmod of all time! Pun intended!
The reason for the stutter is because your entering a new chunk which causes the game to have to generate all the collisions for that new chunk and remove the previous chunks collision
I freaking love modders.
"Uranus"
Imagine if somneome would make the whole half life 1 black mesa map like this ones
…anyone else have the Hit & Run theme playing in their head?
Makes me wanna hook up my Ps2 again and play the game over again! That game was my GTA growing up!
Romans is missing because nobody want to go bowling with him!
Unless someone made a mod where the RAM did not save all the map cache at once and do it like the modern title style, we should need a beefy computer to run this mod for now.
Oh god, I don't know if that's GTA or Gmod anymore
Imagine trying to generate a nav mesh for the entire planet. It would probably take years to finish. 😂
Garrys Mod in 2023:
S&Box in 2024(mAybe): Unlimited Power
Endlessly glad this day is finally here! I always knew gmod had it in it!
Dang, I never thought I'd see something like this is possible in a 24 year old game engine that was clearly not designed for things like this.
Validator already made entirety of Black Mesa: Source facility campaign and Blue Shift Remake + Opposing Force into one s&box map.
Just when my PC is broken, these maps are released!
I'm feeling *R E A L L Y* lucky!!!
Getting insane? They've BEEN insane since 2009!