Journal #5953

Posted 14 years ago2009-07-17 19:05:23 UTC
Notewell NotewellGIASFELFEBREHBER
Game Tech journal!
I was playing Gmod at my friend's place, and while he was showing me some of the SENTs (Scripted Entities) he had downloaded, I noticed that one package had similated liquids.
Using HL2 models, the SENT pack had small and large versions of soda and beer bottles, plus a water jug and milk carton. You use the containers, and if they're at a certain angle, a particle effect 'pours' out of the end of the container, in colours to match the liquid it simulates. You can also use it again to close the container, stopping any remaining liquid from coming out. I think it also works on an angle basis, so if the level goes down enough, certain angles will stop having liquid pour. I think this is great. A little refinement, like a denser particle effect, a pool on the surface below, and a pool fade effect that changes how long it takes depending on the material it comes onto, and the light level from the maps light_enviroment that hits the area the pool is in, and you have a respectable liquid particle effect.
Add to that a brush entity that fills its volume with the chosen particle and then removes itself on map start, a prop_container with differing model and liquid choices, the ability to see the particles inside transparent props, and a new console command to update the particles in hammer form the game (think the command to update prop_physics), and there you go.
Just make sure you recode the prop_container to make +use open/close the container and switch submodels appropriatley, and that's the peak of innovation.
Are you reading me, Valve? Got it? Good. I expect to see it either in Episode 3 or HL3.

20 Comments

Commented 14 years ago2009-07-17 19:10:40 UTC Comment #60390
LOL.
Commented 14 years ago2009-07-17 20:16:11 UTC Comment #60394
...I'm serious.
Exept that last line. But who knows, maybe a Valve dev will find this while looking for ideas or something.
Commented 14 years ago2009-07-17 21:28:21 UTC Comment #60381
Oh, yeah?
Commented 14 years ago2009-07-17 21:29:41 UTC Comment #60387
Orly?
Commented 14 years ago2009-07-17 21:35:17 UTC Comment #60392
Nahnotrly
Commented 14 years ago2009-07-17 21:47:59 UTC Comment #60395
Dammit guys.
This is a serious journal. The only way the next game engine can be innovative is if it improves something like liquid simuation. Imagine an empty, concave prop_physics, eg. a coffee cup. the player knocks it on it's side, picks it up, and scoops water with it. The func_water stays the same, but a particle effect is generated for the water in the coffee cup and the water being dragged up on the side. Steady the coffee cup while you do that, and you have a prop_physics full of a water particle effect.
Commented 14 years ago2009-07-17 21:53:30 UTC Comment #60382
I've used that particular SENT. It's a pretty crap effect.
Commented 14 years ago2009-07-17 21:55:43 UTC Comment #60388
I've used something similar, but I'd doubt the effect itself changes much from SENT to SENT so I'd have to agree it did suck. If it could be made more realistic... maybe.
Commented 14 years ago2009-07-17 21:59:43 UTC Comment #60396
But you have to admit, with some work, it could be a good addition to an engine.
Commented 14 years ago2009-07-17 22:06:12 UTC Comment #60383
i'd rather see properly dynamically calculated liquid physics than a poor attempt using particles.
Commented 14 years ago2009-07-17 22:11:25 UTC Comment #60397
Yeah, well, that might not happen for a few engines.
I'd rather have the particles than nothing. :)
Commented 14 years ago2009-07-17 22:21:28 UTC Comment #60384
GTAIV has some crazy-realistic behaving water. I expect the next big games to be announced to all have it
Commented 14 years ago2009-07-17 22:44:44 UTC Comment #60380
I don't see what the big deal is with water physics, they never look good.

I'd rather developers spend the time working on, oh I don't know, good gameplay?
Commented 14 years ago2009-07-18 03:17:51 UTC Comment #60386
What Strider said.
Commented 14 years ago2009-07-18 08:31:40 UTC Comment #60398
That's what the level designers do. The coders need something more than NPC coding though.
Commented 14 years ago2009-07-18 11:05:14 UTC Comment #60389
as huntey said, gta4 had some kick-ass water. if that was seen more often... now if only more games could be like Tomb Raider, where when you got out of the water, you were wet... =O
Commented 14 years ago2009-07-18 11:16:09 UTC Comment #60399
And female.
Commented 14 years ago2009-07-18 11:28:33 UTC Comment #60393
@Saw Metal Gear Solid 3 had it where you got out of quicksand you were muddy/dirty, and I know at least one more game made you look wet but I can't think of it.
Commented 14 years ago2009-07-18 16:52:27 UTC Comment #60385
I'd like to see normal hair physics.
Commented 14 years ago2009-07-19 11:05:52 UTC Comment #60391
I agree with SpaG, some nice hair physics, especially for longer hair, would look awesome.

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