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Nexuiz: Rework player models

SavageX
polycounter lvl 17
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SavageX polycounter lvl 17
Hello there,

I'm lead maintainer of the free open source (code and content are GPLed) 3D-shooter Nexuiz ( http://www.nexuiz.com ). We released Nexuiz 1.0 roughly 6 months ago. Nexuiz seems to be the most popular open source ego shooter around (judging from download stats and active players).

However, we have to optimize performance and tweak overall polish. One source of constant (performance) trouble has been the player models.

They have insane polycounts. 5k+ polys for one model just is very much - especially when activating doom3-style realtime shadows (computing the shadow volume is rather slow with high-polycount models). There are plenty of wasted polygons - the overall quality of many player models is questionable.

We are searching people who'd be willing to work on the models (either simply optimizing the old ones or completely redo the more horrible ones). The goal is to get polycounts down by a fair amount.

If you want to have a look, here's the model source: http://www.edgefiles.com/file.x?id=/nexuiz.com/www/players.rar

Nexuiz uses the .zym model format (skeletal animation format done originally done for the Zymotic project - but only used in Nexuiz). The .zym converter takes a .smd (IIRC) file and converts it with the help of a conf script. So yeah, we're a bit "special" and weird wink.gif

It would be very cool if someone could find the time to look into this.

If you want to talk to the Nexuiz-team: We're in #alientrap over at irc.anynet.org

Thank you,

SavageX
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