With this knowledge I took the bar in the strip club from e1l2 Red Light District, copied it, flipped the sectors, textures and sprites (I did it manually but if there's an easier way of doing it, an explanation would be helpful), and used the ROR on the floor of the original and the ceiling of the inverted copy to make a kind of mirrored floor effect. Obviously I had to take out a number of sprites which are hardcoded to drop and do other various things. Now I know I don't have it perfect, there are a few glitches, (such as a respawn sprite which shouldn't appear in game showing up in the floor) and one or two other things which may or may not be due to my implementation of the ROR.
Anyway I thought it was interesting enough to make a thread about to discuss this, and possibly other ways to make use of the ROR or new features/increased stability that could be added to it. Note that if you share hi-tags with doors, even the movement of the doors will appear reflected! Another point of interest is that you don't need to have an SE 40 in every sector to make it have the ROR effect.
Here are some screenshots, and I've attached the map so that others can look at it and mess around with it. Use software mode because in Polymost my framerate hits rock bottom and I'm forced to quit. That might just be me though.
And for those who don't know, I believe the SE 40 produces the ROR effect, and SE 46s are needed to have other sectors included when rendering the ROR.
Attached File(s)
-
mirrorfloor.zip (14.34K)
Number of downloads: 284