Viliny said:
as a level designer for older games such as HL and HL2 and their respective versions of CS i can think of lots of problems level-design wise that could cause a lot of headache trying to make a isometric view inside buildings.
We have ceilings... of course we could remove those. But then we have 2 story buildings and the problems really start to show... Unless someone could actually code the engine to autofade upper levels according to what level you are in.
i would settle for a compromise, along the lines of:
-make the crosshairs visible from 3rd person view
-unlock the camera from behind the player.
-remap the WASD keys to move the camera instead of the character.
-make a small "camera" 3d object where the camera is, and apply on it the same collision detections with walls and ceilings, that apply to the character.
-script the character to walk where you click, if you point on the floor, shoot if you point to an enemy, use if you point on an object.
that way, you would control 2 3d objects in the same space: the camera with WASD, and the character with point and click. and in narrow spaces you could fall back to 1st person.
as a pro, do you think something like this is doable with this engine and SDK?