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I've made it a habit lately to post stuff only in the BB forums, but I think this question is qualified to be posed to everyone in the PoE forums. (I apologize in advance for the typos to follow, but I'm typing from mobile again.) To summarize, ever since Throne of Bhaal (mid 2001), where the highlight loot/containers/doors function was introduced, I felt that it encourages me to adopt a play style which I regret adopting, but which happens to be the fastest and most convenient and efficient. You know what I'm talking about, because you're all doing it too, come on I mean the practice o
D&D: Dwarves and Doors Adam Brennecke We are another month into preproduction and have been making awesome progress on all fronts. This update covers dwarves and doors, two of the many accomplishments in the month of January, and gets into the finer details of development on Project Eternity. The Creation of the Dwarf One of the goals in preproduction was to figure out how we could make character modeling pipeline be as efficient as possible. The problem is fairly complex: All of the six playable races, human, elf, dwarf, aumaua, orlan, and the god-like can wear armor, boots, gloves, h
(When I was playing Fallout 2 I remember thinking: "cool, I'm going to get a car sometime. Will I see it move?" I knew the answer would be negative, but I enjoyed wondering. In BG1 I was very glad whenever I saw any animation, as small as it was, but watching a video of a flying Wyvern only to find out it had go around the lake to attack my party. PS:T had some few but awesome animations. IWD had a few animations at the ending, and the fact nothing in Nature moved because all was frozen served as an acceptable excuse. In BG2 there were some improvements, but most of it was static too. Then IWD