Garry's Mod

Garry's Mod

GWater2 - Dynamic Water
Ground Absourtion?
The reason why it looks a tiny bit off on the floor is the fact that the water isnt being absorbed by the materials, I know it just came out and I love it but for it be ultra-realistic it needs this. I dont usually code in the source engine, but it shouldn't be that hard to my knowledge. Just make the ground dark and remove some water. What do yall think about this? Is there already a preset or setting for this?
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Showing 1-3 of 3 comments
herron 11 Jan @ 8:51pm 
adjust the collision distance to your liking.
Meetric  [developer] 11 Jan @ 9:04pm 
i wasn't able to figure out a way to do this efficiently.

sourceengine requires ground traces to be shot to apply decals, meaning 1 trace per particle, meaning 100,000 traces per frame (which you could spread out I suppose but its still not that great)

not to mention that theres a decal limit of 2048 by default meaning that the dark spots would remove themselves and cause a weird sporadic pattern on the ground

not only that, some surfaces (like glass) dont get darkened when theyre wet, meaning you'd need a secondary trace to determine the material surface the particles are touching

overall this feature is a huge pain in the ass to implement and in my opinion not worth it
Last edited by Meetric; 11 Jan @ 9:04pm
honestly makes sense, everything is harder in the source engine. Kudos to getting this any of this working in the first place!
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Showing 1-3 of 3 comments
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