Jump to content
  • 0

Room over Room Seamless


Desfar

Question

Is it possible to make a room over room effect from a celling to a ceiling?
Or will I have to engage in a series of trickery, voodoos, and such?


idea.jpg.9656cf62d73291819e4b46c8ce7b4f0a.jpg

Share this post


Link to post

11 answers to this question

Recommended Posts

  • 1

The original Serious Sam engine could do that, the Prey engine (not the Talos station one) could do that. I don't know of other engines which could do that. The fact that very few engines seem to make much use of variable gravity strikes me as a big warning sign of the complexity involved.

 

I'm sure that technically it might be possible to do, but it would likely require rebuilding so much of the engine that it would effectively be a new engine, so you'd have to ask yourself if it's really, really, really, really worth it? In my opinion, the answer is "probably not." Not all ideas are worth the cost it takes to pursue them.

Share this post


Link to post
  • 0
4 minutes ago, InfinitePossiblities said:

I am no expert at doom, but apparently there is a way. Try myhouse.wad, it uses silent teleporters (I believe) to make ROR.

I suppose i should clarify, its the room over room, with one room being inverted above it.

Share this post


Link to post
  • 0

OP, via your image, I think you talking about mirroring a room halfway up so what's on the bottom half is mirror/reversed on the ceiling?

Such as some of what can be experienced in the final apartment building walk through towards the end of Half Life Alyx?

(If so, I don't know a way.  I would build architecture manually to match, but that wouldn't handle any items/monsters being mirrored.)

Share this post


Link to post
  • 0
4 minutes ago, DiavoJinx said:

OP, via your image, I think you talking about mirroring a room halfway up so what's on the bottom half is mirror/reversed on the ceiling?

Such as some of what can be experienced in the final apartment building walk through towards the end of Half Life Alyx?

(If so, I don't know a way.  I would build architecture manually to match, but that wouldn't handle any items/monsters being mirrored.)

That is correct, I can only assume it isn't likely possible, just figured I would ask if anyone knew of an example I could dissect and study.

Share this post


Link to post
  • 0
3 minutes ago, Stabbey said:

The original Serious Sam engine could do that, the Prey engine (not the Talos station one) could do that. I don't know of other engines which could do that. The fact that very few engines seem to make much use of variable gravity strikes me as a big warning sign of the complexity involved.

 

I'm sure that technically it might be possible to do, but it would likely require rebuilding so much of the engine that it would effectively be a new engine, so you'd have to ask yourself if it's really, really, really, really worth it? In my opinion, the answer is "probably not." Not all ideas are worth the cost it takes to pursue them.


Kk, so ill read up on voodoo mechanics, and just make two mirrored rooms, with flipped versions of the monsters that can operate on the ceilings.

Share this post


Link to post
  • 0

Gosh, GZDoom "UDMF" format ("format" "format", I know...) can do some awesome cool things with Portals, but I don't think it can do same-sector ideas like this.

Too bad, because what you've described reminds me of some of the fun-weird things in American McGee's ALICE that I love, and I'd love to do this in Doom also!

Share this post


Link to post
  • 0
6 minutes ago, DiavoJinx said:

Too bad, because what you've described reminds me of some of the fun-weird things in American McGee's ALICE that I love, and I'd love to do this in Doom also!


On the positive side, it means that if anyone can make a convincing simulacrum of the idea, it will be a real attention getter.

Share this post


Link to post
  • 0
15 minutes ago, DeetOpianSky said:

Just to clarify, are you going for a visual effect or actually walking upside down ?

It would be to floors, with the ceilings in the middle linked by the room over room.
So that looking up you would see the 'floor' of the other side

Share this post


Link to post
  • 0
Posted (edited)

I should have also asked what source port/format you're targeting.

In GZDOOM/UDMF I was able to come up with this:

 

https://drive.google.com/drive/folders/13KEyF-XuQQvqv9Nc8Ums6paTDWrBlVgX

The video shows a room off of the start area for my map that can be found here.

Feel free to look it over and reverse engineer it if this would work for your project.

What I may not be understanding is if you'd want to also see yourself in the reflection, that is not achieved in the above but I'll tinker around with it and see what I can figure out for that.

There are sections of ProtoSlayer that have some examples that may be of interest also. It's primary dev has a degree in game design so it has some extremely advanced stuff and spectacular lighting.

Best of luck on your project!

-Off the top of my head it is also possible to export 3D floors and geometry as a model, any geometry... as I once exported my entire map by accident. Once you have the model (of your second room in this case) you can do whatever you want with it, rotate it, roll it, pitch it, etc. The actual collision with this method would be invisible 3D floors or invisible floors you would need to manipulate or possibly script  to 'behave' like the model's geometry if the effect would be more than just visual.

Edited by DeetOpianSky
Corrected text.

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Answer this question...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...