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Old 02-21-2013, 11:03 PM   #8

Join Date: Jan 2011
Posts: 14

Sizing is a little tricky - even with the reference and a generalization of humanoid scale, what we've seen is that models will still come in at all sorts of random sizes internally. However, it's a fraction of a second to resize submissions on our end and we _absolutely_ try and guage the intended size. We'll always make sure the item is inline with our ingame scaling because with the variety of programs out there and the settings of each, there's a good chance it'll be off.

There are a few things that can influence the final scale we export at though - most notably texture fidelity. A submission that will be released soon, which the author may have intended for a humanoid scale, simply wouldn't hold up if we exported it that big (polygon and texture fidelity). So we opted to scale the item down and create a unique tinkered houseitem and added loads of particle (the item was SCREAMING for it SMILEY and animation effects/states to it. Our sole focus is the success of your items but we also need to maintain a fairly firm artistic bar no matter the source.

The nice thing about scale is even if we're a touch off, Design is usually great about allowing a wide scale range for everyone to adjust in-game. 

Back to texture fidelity: Working with one material requires maximizing the space of that material (particularly for house items). This can be the difference between an accepted item or a decline even if the model is superb. Many submitters may notice we'll provide feedback about reusing mapped areas instead of treating every area of the model as unique space on their texture. If a panel (for instance) is identical to another panel, it's wise to reuse the texture space for each of those panels rather than map each unique given the map limit. This allows more space on the texture for that common area and ultimately increases the texture fidelity. Creative mirroring/flipping of UVs is another way to eek more out of less. Adding polygons to give you new UV breaks so you can intentionally repeat areas of the texture is another method.

As to your original question Armous - doors are at a minimum 2meters by 3meters high in EQ2. This would feel like a single doorway in Qeynos. I'd advise making it a little larger than that for many of the points above and as a good middle ground for player scaling. Windows are about as inconsistent as it gets in EQ2, but a fair size would be 2meters by 2meters (with a frame size of your choosing) and larger from there.

If you want the absolute size (initial) for the tall divider, I will gladly get you that info! I'll follow up Friday SMILEY

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