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October 12th, 2012, 14:48
Originally Posted by Nithrakis View Post
The perspective, at first, looked a bit awkward but this gif proves it shouldn't be a problem.
Im not sure if were talking about the same thing, but the low angle could be a problem in less open environments, like cities and especially interiors/dungeons since there would very likely be a lot of issues with obstructions.

Sawyer addressed this on Obsidian forum:
For open exterior environments, we are experimenting (as in this image) with rendering scenes from an angle that is closer to Fallout and Fallout 2, about 15 degrees lower than the BG/IWD camera angles. There are a few reasons for this, the main one being that tall vertical objects can be seen in greater detail. Because the environments are open, the practical issues of overlapping walls and obstructions are not usually a problem. We will continue to experiment with this angle and the higher angle on interiors to see what mix works.
The angle and height are something we are trying out, but we will continue to experiment on this map and others. Because our character models are 3D, what we use on exterior maps does not need to be the same view we use on interior maps.
Also, in regards to animations, he posted this:
We're trying out various animation solutions for the waterfall, spray, and the pool/river. They will definitely be animated, but we want to leave our options open to support a wide range of hardware without making the area art files even larger.
At any rate, the screenshot rulez.
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