Memfis Posted April 28, 2018 (edited) Is it possible to reproduce the Ames room in Doom? Or does the engine lack some part of real world physics necessary for the effect to work? Has any other famous illusions been recreated by mappers? 5 Share this post Link to post
Pegleg Posted April 28, 2018 (edited) 1 hour ago, Memfis said: Is it possible to reproduce the Ames room in Doom? Or does the engine lack some part of real world physics necessary for the effect to work? Has any other famous illusions been recreated by mappers? Didn't @Linguica make something like this? I remember seeing a thread about a map similar to this. So, this is the thread I was talking about. Not quite the same thing, since the Cornell Box is a 3D rendering thing, not an optical illusion thing. Edited April 28, 2018 by Pegleg : Added link to Cornell Box thread. 0 Share this post Link to post
HavoX Posted April 28, 2018 52 minutes ago, Memfis said: the Ames room Now THAT is cool. 0 Share this post Link to post
boris Posted April 28, 2018 It should be possible to recreate the Ames Room in a port that supports slopes. You'd also need specifically crafted textures to account for the distortion. 1 Share this post Link to post
Pegleg Posted April 28, 2018 8 minutes ago, boris said: It should be possible to recreate the Ames Room in a port that supports slopes. You'd also need specifically crafted textures to account for the distortion. It looks like the illusion relies on not being able to look at the room with both eyes, thus removing the depth perception from the room. Hence, you would need to view it through a small hole in the wall or (I guess) with an eye patch on or anything else preventing you from using sight from both eyes at the same time. Maybe you could make a mod to do something like this with Doomguy's perspective. A sequel to Pirate Doom, perhaps? 0 Share this post Link to post
boris Posted April 28, 2018 Well... This is just a super quick test, so the illusion is far from perfect. But it goes in the right direction. 6 Share this post Link to post
mun Posted April 28, 2018 2 minutes ago, rdwpa said: *pic* Cheater! You used the Spider-mastermind! 1 Share this post Link to post
Catpho Posted April 28, 2018 Just now, rdwpa said: "pic" link or it didnt happen 0 Share this post Link to post
Woolie Wool Posted April 28, 2018 4 hours ago, Memfis said: Is it possible to reproduce the Ames room in Doom? Or does the engine lack some part of real world physics necessary for the effect to work? Has any other famous illusions been recreated by mappers? You would need very carefully custom-fitted, high-resolution textures because using any sort of "normal" Doom textures would give the game away immediately. Even if you tried to fit the textures to the geometry, if the resolution is still like Doom texturing, the pixel scale will make the real construction of the room obvious. 0 Share this post Link to post
Linguica Posted April 28, 2018 I feel like someone once made the famous https://en.wikipedia.org/wiki/Penrose_stairs in Doom but I don't know if I'm just imagining it. I do know however that Justin Fisher of ALIENS-TC fame made a "concept" map based on Escher designs: https://www.doomworld.com/idgames/levels/doom2/m-o/nemisis 1 Share this post Link to post
Bauul Posted April 28, 2018 I wonder if you could get around the texture issue by using monochrome textures, instead relying on sector lights to give the illusion that the room is a cube. And perhaps a scaled sprite for added effect. 0 Share this post Link to post
Pegleg Posted April 28, 2018 14 minutes ago, Bauul said: I wonder if you could get around the texture issue by using monochrome textures, instead relying on sector lights to give the illusion that the room is a cube. And perhaps a scaled sprite for added effect. Except that part of the illusion is that as an object moves from one side of the room to the other, it would appear to grow or shrink. So, ideally, you wouldn't just use two different sprites, but actually have one that would appear to change size as it moved "across" the room. 0 Share this post Link to post
Memfis Posted April 28, 2018 44 minutes ago, Linguica said: I feel like someone once made the famous https://en.wikipedia.org/wiki/Penrose_stairs in Doom but I don't know if I'm just imagining it. I'm almost positive it was @stewboy but I can't find the picture now. 0 Share this post Link to post
Bauul Posted April 28, 2018 1 hour ago, Pegleg said: So, ideally, you wouldn't just use two different sprites, but actually have one that would appear to change size as it moved "across" the room. Looking at the visual example on the Wiki page, they have two ferns at either side of the room that the eye perceives as being the same size, but in fact are not. I was thinking you could replicate the effect by having two static map objects and scaling one accordingly. Then for the full effect you'd pop an Imp in (perhaps give them a Patrol Route so they'd move about) to get the full growing/shrinking effect. 0 Share this post Link to post
Pegleg Posted April 28, 2018 2 hours ago, Bauul said: Looking at the visual example on the Wiki page, they have two ferns at either side of the room that the eye perceives as being the same size, but in fact are not. I was thinking you could replicate the effect by having two static map objects and scaling one accordingly. Then for the full effect you'd pop an Imp in (perhaps give them a Patrol Route so they'd move about) to get the full growing/shrinking effect. I was referring more to the guy walking back and forth in the example video. Actually, if you watch him walk, it's somewhat evident he's compensating for a slope to the floor. That would be one advantage to a patrolling imp, he wouldn't care about a slope. 0 Share this post Link to post
stewboy Posted May 9, 2018 (edited) @Memfis @Linguica I did a while ago yeah just for fun. Long since lost but I whipped up a quick and dirty image just now. It's not hard to do, but it's hard to do really convincingly. Probably only works as long as you don't look too closely! Spoiler It might actually help the perspective if I populate it slightly: Spoiler Vanilla-compatible (pretty sure) except for the use of 'notarget' and 'fly' to get the perspective point, but there would be vanilla workarounds for both of those. The next step would be to do a more Escher-type thing, where it's actually a full building. But that would take work and I'm lazy right now. Edited May 9, 2018 by stewboy 16 Share this post Link to post