Yes, I am well aware that the height slider does this, but as soon as you move the leg length or head height sliders off their neutral positions, the height slider is no longer accurate. Could we possibly get a visible height guide right beside our hero so we can visually(and more accurately) set our character's heights?
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Silverspar on PRIMUS
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It wouldn't surprise me if the tailor ruler is in scale with attack ranges and West Side models.
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Silverspar on PRIMUS
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The Height Rule in RenCen Tailor kiosk is helpful, but I would prefer if it was part of the tailor system itself
In fact I wonder why they didnt add it in the first place with the Tailor Revamp
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Whatever in-game measuring stick is used, make it conform to actual NPCs. If they skew tall, just change the scale, so that the current average NPC is around 5'8". In other words, just change the numbers on the slider, bringing them down about 4 inches.
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This frustrates me to no end.
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And even so, there's just no excuse for that amount of gameplay-story segregation. If one can't get to an NPC because an NPC is short, so be it.
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he is bigger now, its easier to see what direction he is facing as well as his attack animations
Bosses need to be big to stand out
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Again, simply changing the numbers in the tailor would fix this entire issue.
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That's one of the main reasons why Onslaught villains are giants, and have sky beacons to boot... They tower over even the tallest of player characters (who are not using a growth device), and the beacon helps with locating them not only from distances but when there are giants using growth devices around them too.
Most important NPCs however are dwarfed by giant players, and when a group of them cluster around the NPC (as tends to happen during events with event NPCs) the NPCs are still very difficult to spot.
I do agree that it would be a waste of development time. I'm pointing out that this is a problem of perception ("The tailor says I'm 6' tall, so why do I look short?")
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Barring truly bizarre code, I do think it is as simple as that. The other sliders had numbers added--they are just numbers corresponding to slider settings, nothing more. The numbers that display have zero impact on character models. The slider setting matters, yes, but that is different from what displays on screen.
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The measurement just outside the MC tailor would work if it was accurate at all.
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Option 1) The scale is NOT a background texture, but rather a 3D object appended to the character model in the Tailor, when zoom level is adjusted the scale will remain accurate as it is a physical element, not a simple background texture. This is actually a lot simpler than some might make it out to be, any dev who would claim otherwise is quite honestly just lazy. It's just a large cylinder with a texture only on the interior that surrounds the player model in the tailor. Due to the fact that you will be looking at the texture from a direct 90 degree angle you will see no curves to the lines. Alternatively but more complex is an object attached to the center point of the character that has a locked rotation.
Option 2) Add a "Height Check" button that switches to a new screen where the model is in a static pose and can only be rotated left and right, no zoom options. This allows the devs to use a simple texture scale in the background or foreground that will be completely accurate due to there being no variance in character's perceived scale since there will be no animation or zoom.
with armor:
without armor:
I think it might be accurate to the game's calculations of measurement. Probably would need a dev to confirm that though.
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When I exported an .obj (mesh) directly from the game (char selection) I got this:
pretty normal isn't it? but when you rotate the camera...
The actual camera affect all the meshes, making everything look normal with the camera's FOV or something like that, almost the same happens with the actual gameplay camera:
is not as much for the char selection camera, but still makes things a bit... higher?
But what about the tailor screen? well:
thats the normal front view...
Right view... soooo flat and long xd
I find sooo interesting that the actual mesh changes depending of the camera position... that or I'm missing something pretty important here, but that may play a role in this whole chaos measure thing
And that's my contribution :>
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