Visibility between levels and same level stairs : possible?

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Moutrave
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Joined: Fri Nov 16, 2012 5:38 pm
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Visibility between levels and same level stairs : possible?

Post by Moutrave »

Hey guys,

While working on my dungeon (well, starting to imagine the layout would be more precise), I wondered if it was possible to have a view window between two levels, for exemple, being able to see what's below from the floor, and vice versa from the ceiling on the floor below. I understand that this is not the logic of the game, but still, I wanted to know if this was a possibility before I start modeling my stuff with the wrong logic in mind...(the mighty creators of the game might know all about this :p)

In the same kind of theme, I wondered if it was possible to create same-level verticality, like small stairs up or down but inside of the same level...that would just serve as nagivation landmarks...but then again, this might be me thinking it all backwards...

Anyways, if anyone have some insights about these things, I'd gladly hear them ! (especially if it's a "nope, not possible" answer so I can stop being unsuccessful at trying things in the editor :p)

Cheers
!
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Kuningas
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Re: Visibility between levels and same level stairs : possib

Post by Kuningas »

Well in theory, yes.

You can have a gui-script that displays a picture of the scene (or can you? I've not yet delved into gui-scripting). That is of course if you can take the picture from the angle you want. I don't know if we can manipulate cameras via scripting or otherwise yet (exluding viewing in-game, of course).

Another option is to model an exact replica of that floor just lower or higher than the play level and have a hole that can be seen through. That is an immense amount of work, though, since it involves offsetting all the models manually (essentially making duplicates of them for higher and lower altitudes) etc., and you still probably couldn't place monsters if you wanted them to show.

So I'd say it is not impossible, but quite, quite hard.

But -- this is all from the top of my head. I cannot give a true technical solution. I'm not even sure I understood the problem correctly.

Nevertheless, I hope I was of some assistance, and I hope someone can give a more techical answer. Keep at it!
BASILEUS
flatline

Re: Visibility between levels and same level stairs : possib

Post by flatline »

Or do as Skuggasvein did with his townportals and simply take a screenshot of the angle you want and use that as a particle effect texture when looking down or up. Only works from a static angle though, of course.
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Komag
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Re: Visibility between levels and same level stairs : possib

Post by Komag »

so the basic answer is NO to both, but you can sort of fake it a little with a lot of work
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Moutrave
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Re: Visibility between levels and same level stairs : possib

Post by Moutrave »

flatline wrote:Or do as Skuggasvein did with his townportals and simply take a screenshot of the angle you want and use that as a particle effect texture when looking down or up. Only works from a static angle though, of course.
I'll take a look at that !

And yep I guess I could fake it, that's sort of the only thing I could think of anyway :)

Thanks for your answers guys !
!
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Diarmuid
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Re: Visibility between levels and same level stairs : possib

Post by Diarmuid »

Is there any limit to the rendering space up or down? Because we could remove ceilings/floors and recreate lower levels architecture below with specific objects, like the 2-3-4 stories tall towers in Yuleland.
Ixnatifual

Re: Visibility between levels and same level stairs : possib

Post by Ixnatifual »

Didn't Skugga have some deep pits you could see the bottom of from the edge? If that's possible, one would think it would be doable to have fake "low achitecture".
flatline

Re: Visibility between levels and same level stairs : possib

Post by flatline »

No problem. I'm using 3 levels of architecture for every level in mu dungeon. It can be as deep/high as you like.
Moutrave
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Joined: Fri Nov 16, 2012 5:38 pm
Location: Montreal

Re: Visibility between levels and same level stairs : possib

Post by Moutrave »

flatline wrote:No problem. I'm using 3 levels of architecture for every level in mu dungeon. It can be as deep/high as you like.
Yeah I guess I'll use very high ceilings / deep floors that show a lot of stuff above and below, but still, and fake some feedback resulting from puzzle solving (do something on the floor below, it activated a mechanism on the floor above that you can see through grids on the floor you're standing on, if that makes sense). should be fine !
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