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upside down map

Posted: Fri Aug 30, 2019 10:05 pm
by Pompidom
Upside down map.

https://youtu.be/o8nTEWLnmjk

Any ideas to expand upon this would be great :)

Re: upside down map

Posted: Sat Aug 31, 2019 7:51 am
by Eleven Warrior
Just why?

Re: upside down map

Posted: Sat Aug 31, 2019 8:41 am
by Pompidom
Some kind of puzzle? Walk through the mirror, change something go back through as changes persist in the mirrored version etc...

Re: upside down map

Posted: Sat Aug 31, 2019 1:52 pm
by akroma222
:mrgreen: Awesome :twisted:
Clarify for me?
You could potentially invert an entire room and back again by, for example, pulling a switch??

Re: upside down map

Posted: Sat Aug 31, 2019 2:12 pm
by kelly1111
Really like the look of this. How did you manage it?

I rememeber log1 had a custum spider monster that could walk on walls and ceilings... , that would be cool too

you could create a kind of esher staircase room this way, to confuse players....

https://nl.pinterest.com/jqstewart1/mc-escher-stairs/

Re: upside down map

Posted: Sat Aug 31, 2019 3:30 pm
by Pompidom
About the escher stairs idea, I was experimenting with a 2 story house first with stairs in them, but it's quite difficult to get it right with worldrotationangles. So I made something without stairs first to get something more simple as practice.

I need to give it some thought on what to do with it. I have shadow mirror enemies I can use that escape into the world when going through the magic mirror or something. And make the player replace items so they become accessible in the mirrored room and the other way around.

https://www.youtube.com/watch?v=7bwTLTE ... e=youtu.be

https://youtu.be/ZWvW9RRuloo

Re: upside down map

Posted: Sat Aug 31, 2019 6:37 pm
by Isaac
akroma222 wrote:
Sat Aug 31, 2019 1:52 pm
:mrgreen: Awesome :twisted:
Clarify for me?
You could potentially invert an entire room and back again by, for example, pulling a switch??
You can if you are rotating the camera, but that looks assembled from assets.
https://www.dropbox.com/s/0jeepg84n0fkv ... 2.avi?dl=0
*Rotating the camera, might entail altering gravity via script; but I haven't tried that yet.

What can be done, is to combine the assets into a place-able room; that can be rotated via matrix transform.

Re: upside down map

Posted: Sun Sep 01, 2019 5:19 am
by akroma222
Isaac wrote:
Sat Aug 31, 2019 6:37 pm
akroma222 wrote:
Sat Aug 31, 2019 1:52 pm
:mrgreen: Awesome :twisted:
Clarify for me?
You could potentially invert an entire room and back again by, for example, pulling a switch??
You can if you are rotating the camera, but that looks assembled from assets.
https://www.dropbox.com/s/0jeepg84n0fkv ... 2.avi?dl=0
*Rotating the camera, might entail altering gravity via script; but I haven't tried that yet.

What can be done, is to combine the assets into a place-able room; that can be rotates via matrix transform.
My apologies folks, I wasn't clear in my question
(but thankyou again Isaac!)
I had in mind not actually seeing the room rotate around or with you - although 8-) 8-)
I was thinking you pass through a room, pull a switch somewhere else, return to that room and it has rotated or flipped etc
Im guessing thats a bit easier eh? :lol: :)

Re: upside down map

Posted: Sun Sep 01, 2019 3:23 pm
by Pompidom
There are multiple ways of building something like this. Eventually it's not how you achieve it on a technical level, it's the end result in the .dat file and how the player experiences it which is important.

The only way I understand would be to trigger off all models of the horizontal dimension while enabling all models from the upside down dimension at the same time, or simply invisible teleport to a copy room. I'll have to experiment with it. If i come up with something that's enjoyable, I'll implement it in my mod. The portal's warped "seethrough" effect sure was helpful.

Lostsol's mod "Resident Grimrock" gave me the idea to implement paintings with pictures/screenshots displayed what needs to be done.

Find a key, put it on the table, and through the mirror you can see a mirrored key fall from the upside down table. Simple stuff like that.

Re: upside down map

Posted: Mon Sep 02, 2019 5:27 am
by Isaac
Such a topsy-turvy room could be two copies occupying the same tiles on different elevations; with the transition just being a party position switch. This would still show on the automap as being the same location.

The thing to always consider (even more than monster behavior), is that the party can drop items, and how should they behave?
(Is it really upside down or is it just the room; do dropped items fall upwards to the —floor?)
___________

Here is an example map that uses a combined mesh model for its topsy-turvy room. This simplifies the rotation, at the cost of immutability within the editor, as you cannot change walls of the room, except by altering the model. This model was assembled in Blender.

Image

https://vimeo.com/357321491

https://www.dropbox.com/s/h3ellyhctjbh2 ... y.zip?dl=0

*It is possible to manually flip all of the walls as individual objects, of course...but they would have to be redefined as custom walls without minimalSaveState, because they would each lose their changes when the game is reloaded. In theory...just loop through all of the affected objects, and using the setRotationAngles(), and setOffset() methods of each model and occluder components should easily flip them 180°; that's not how it's done on this map though.