seriously, you know this is a problem... we need to fix it.

Developer discussion of experimental fixes, changes, and improvements.

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seriously, you know this is a problem... we need to fix it.

Postby rufsketch1 » Wed Aug 15, 2007 4:52 am

we don't have any artists working on nexuiz. but we have plenty that would love to. i'm one of them.

but no artist wants to go and learn 9 different programs to get a model in .


someone seriously needs to create a nexuiz artist's development pack. hell, nothing more than a converter of common file formats would be perfect.

especially some way to convert blender animation sequences into nexuiz's format of choice.

this engine has sooo much potential. but the format is scaring artists away from exploiting any of it.
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Postby Shoe » Wed Aug 15, 2007 3:33 pm

I wish the dev team would talk more about just switching over to a more accessible and versatile model system. afaik, .zym models aren't even segmented, so they're always facing the exact same way regardless of how the player is looking. And, of course, it's hard for artists to make .zyms, since they need to be able to export .smd. And there's really not a good, solid .smd exporter without paying out a ton of money for a high-end program.
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Postby rufsketch1 » Wed Aug 15, 2007 5:16 pm

exactly. i really don't think anything more than a good importer/exporter is needed. i really think it shoud become a priority.

it might take away from the main nexuiz development time, but i think it would be a very worthy investment.
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Postby Genegineer » Wed Aug 15, 2007 5:30 pm

I believe the nex engine also takes the m3d format. Its just that some ppl do not like segmented models.
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Postby rufsketch1 » Wed Aug 15, 2007 7:23 pm

segmented models are only acceptable if your character is a robot.
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Postby Shoe » Wed Aug 15, 2007 7:47 pm

Having the torso move independently of the legs adds realism, though. Currently Nex models are always aiming the exact same direction, even if they're aiming straight up in the air. It looks pretty stiff.
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