Playermodel optimizations?

Developer discussion of experimental fixes, changes, and improvements.

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Fri Aug 11, 2006 1:40 am

  • As we all know, the un-optimized, high-poly playermodels in Nexuiz can cause performance problems. I would like to know whether or not anything is being done about this, and if any progress has been made so far.
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    upQuark
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Fri Aug 11, 2006 3:43 am

  • I recall a thread being made in Editing to provide modellers who had been rounded up for this project with information required for making new models, but I don't think much has been said about it beyond that.
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Fri Aug 11, 2006 7:19 am

  • Its hard to find talented people.. Sadly the people in the mentioned thread all seem to have vanished into thin air... But the team is always trying to find some modelers. I think Savage talked to someone on irc just yesterday.
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    esteel
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Fri Aug 11, 2006 7:56 am

  • Shoe wrote:I recall a thread being made in Editing to provide modellers who had been rounded up for this project with information required for making new models, but I don't think much has been said about it beyond that.


    it was that thread : http://www.forums.alientrap.local/viewtopi ... del+wanted

    actually it's said in that thread that the animation system for nexuiz will be modified (head-torso-legs animations, means look up and down and strafe better animated).

    i assume there will be new models, which will necessary be more optimized than those there are at the moment ;)
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Sun Aug 20, 2006 8:21 am

  • esteel wrote:Its hard to find talented people.. Sadly the people in the mentioned thread all seem to have vanished into thin air... But the team is always trying to find some modelers. I think Savage talked to someone on irc just yesterday.


    One thing I think should be considered is the size/scale of the models. I think they need to be a tad bit larger.

    Considering you're moving so fast, having a slightly easier target wouldn't hurt.

    Practically all of the quake games did this, as did the original UT, and to great effect.
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Sun Aug 20, 2006 11:14 am

  • mangopork wrote:Considering you're moving so fast, having a slightly easier target wouldn't hurt.


    i don't agree, really... if its easier for the newbies, its lot more easy for skilled people. Could you play against Urmel with larger models, you'd understand what i mean ;)
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    obi_wan
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Sun Aug 20, 2006 11:50 am

  • obi_wan wrote:
    mangopork wrote:Considering you're moving so fast, having a slightly easier target wouldn't hurt.


    i don't agree, really... if its easier for the newbies, its lot more easy for skilled people. Could you play against Urmel with larger models, you'd understand what i mean ;)


    Yeah, bigger models :twisted:

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    Urmel
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Sun Aug 20, 2006 12:21 pm

Sun Aug 20, 2006 12:52 pm

  • [quote="esteel"]I also think the models are big enough and are not smaller compared to other games..[/quote]

    Actually, I'd say they are larger.

    A player is 32 units "fat" and 69 units tall. An unit is defined as 1.5 inches by Id Software which would make the players 263cm tall... oh wait, maybe that isn't true for Nexuiz any more.

    Redefining the unit as 1 inch would fit reality better - the players are 175cm high then... that sounds more realistic. Going ahead with these numbers, players move at 400qu/s,m which is then 10m/s, 36km/h. By jumping, they can easily reach 800qu/s (20m/s, 72km/h).
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    divVerent
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Fri Aug 25, 2006 10:11 pm

  • It would also be great to have personalized player models. It would be really great to be able to recognize other players instantly and not only when one of the two has killed the other :-).

    An easy way would be to allow users to supply their own logos which then get printed on front and back of the player models.

    Or is there a cvar that prints player names near the moving player models? I already noticed that in 2.0.1rc2 such labels are printed when one keeps focused on a specific player.
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Fri Aug 25, 2006 10:28 pm

  • You can already choose different colors and around 20 models/skins. And some people know.. all red armored carni = me :) except when i'm on the blue team :)

    The printed names are indeed a 2.0.1 feature.. (its done when its done :) )
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    esteel
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Fri Aug 25, 2006 10:38 pm

  • esteel wrote:You can already choose different colors and around 20 models/skins.

    Yes, but they are not really unique.

    The printed names are indeed a 2.0.1 feature.. (its done when its done :) )


    Will I be able to display the names for all players visible on my screen (without aiming at them)?
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Fri Aug 25, 2006 10:54 pm

Sat Aug 26, 2006 12:21 am

  • esteel wrote:No just the one you point at.. normaly that should be enough.


    Would be fun if one would -- while pressing some configurable key -- see _all_ visible players' names.
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Sat Aug 26, 2006 5:51 am

  • LODs would be useful imo. They really help OA's fps issues on older cards :P
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Sat Aug 26, 2006 6:00 am

  • CheapAlert wrote:LODs would be useful imo. They really help OA's fps issues on older cards :P

    The code it already in place, but again: we lack the models :(
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    KadaverJack
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Sat Aug 26, 2006 11:59 am

  • esteel wrote:I also think the models are big enough and are not smaller compared to other games..


    Actually if you compare them to quake 3.....
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Mon Aug 28, 2006 3:37 pm

Sun Oct 01, 2006 11:36 pm

  • It would also be great to have personalized player models. It would be really great to be able to recognize other players instantly and not only when one of the two has killed the other Smile.


    The whole idea of nexuiz is it's a fast paced game, if you actually look at a person long enough to recognize their model then it's a sign that you missed :)
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Sun Oct 01, 2006 11:41 pm

  • flatmush wrote:The whole idea of nexuiz is it's a fast paced game, if you actually look at a person long enough to recognize their model then it's a sign that you missed :)


    That, actually, is my argument: being able to recognize them without needing to focus on them.
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