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#141
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Quote:
It's my understanding they are designing the game without camera rotation so if that is true what you are saying won't happen. They are simply adding a camera rotation feature for those of us who want it which is another reason why they rock. |
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#142
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Walls, which would block your view on your character, are removed once you are inside a building. Check out what happens to the walls, when the camera is rotated - the lower walls are transparent, so that you can see what is in your room, while the upper walls are blocking your view into the other rooms.
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#143
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I swear ILE/Crate must have a patent on translucent walls because I've played so many games that desperately need to handle obscura the way TQ did, which was perfect.
Please go over to ArenaNet and show them how its done! 'Cos '60's style camera bouncing isn't fun. |
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#144
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while we're at the subject of walls, houses and stuff i'd like to add that pathing takes a serious amount of resources especially when enemies try to reach you around these obstacles that don't block line-of-sight (at least for pathing purposes). so, thinking about all the house fighting to come, can you prevent that annoying enemies noticing my char through walls?
Last edited by durruti; 07-10-2012 at 06:43 PM. |
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#145
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I don't really mind not having a camera rotation feature, so long as I can see everything I need to without rotating.
__________________
"Do you like cool items? We like cool items. We should probably have cool items!" Zantai - Crate Employee, Designer Currently Playing DCUO & Skyrim Waiting For GW2(maybe), ESO, SO:TL DLC, Halo 4 and of course GD |
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#146
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Like the camera rotation, though I will most likely use it only for screenshots.
One question though: Will there be a reset to default view button too? Because a lot of games featuring camera rotation leave you hassling to get back to default. |
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#147
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I really liked how with the TQ mod you could rotate and zoom in/out at the same time (hot key + mouse wheel). Especially the combined distance/elevation (pitch) zoom : the more you zoom in, the lower you are above the ground, all with text parameters : perfect to have a screenshot, and to look at breath-taking landscapes. The drawbacks, if you were too low on the horizon, and saw things from too far, were lags and immersion breaking views of sound activators and mobs "place-holders".
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#148
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I won't be using the camera rotation except maybe for screenshots but it's good to know that people are given the free will to use it or not.
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#149
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Camera rotation allowed, but not necessary = excellent.
Quote:
So I assume/hope that in Grim Dawn the camera is centered at the character's feet, and not head? Last edited by Denton; 02-13-2013 at 02:15 PM. |
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#150
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Glad to hear this is being implemented. I use the rotation mod for TQ as a matter of course. Although it's never necessary, it is often helpful and provides interesting new views.
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| Tags |
| camera, camera rotation, maps, models, rotation, tools, zoom |
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I won't be using the camera rotation except maybe for screenshots
but it's good to know that people are given the free will to use it or not. 
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