Maes
I like big butts!

Posts: 10183
Registered: 07-06 |
I'll be damned...even works in Mocha Doom :-o
Edit: as to how it's done, after some dissecting with XWE, it's a complex trick based on overlapping sectors and using darker wall and floor textures (not different light levels). The "under the floor" walls you see are actuall darker MIDDLE textures that are bleeding below the real floor you're stepping on.
Find sectors 24, 25 & 26 and see what I'm talking about. Sector 25 is wall-thin, semi-closed and carries only the wall textures at "floor level". Sector 24 is what you are walking on, and its walls carry either the dark textures (offset by -128, so they "bleed" under the floor. Sector 26 is mostly not visible (it forms certain rooms outside the walkable area of the map), but some of its walls carry is probably used in order to aid forming a closed sector for 25.
The "reflected" sprites are actually two separate masked textures on two different -but very close- linedefs. One is visible above the floor, the other one is darker, reversed, and is drawn with a negative offset.
The overall effect is similar to Boom's "transfer ceilings", somewhat.
Surprisingly, no light level or even height variations are present: all trick sectors (as well as Sector 24, the one you're walking in) have the same floor and ceiling heights (0 and 128). Not even self-referencing sectors are used: this is a different boundary-pushing trick.
Last edited by Maes on 10-24-12 at 12:33
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