What are the limits of nwn?
#1
Posté 18 août 2010 - 11:29
Any answers gratefully received.
TR
#2
Posté 18 août 2010 - 11:54
While those are not limits, its verry annoying and Im avoiding such stuff because not everyone plays everytime at high HW computer (and some people still dont have one).
#3
Posté 19 août 2010 - 12:30
#4
Posté 19 août 2010 - 12:44
TR
Modifié par Tarot Redhand, 19 août 2010 - 12:45 .
#5
Posté 19 août 2010 - 05:19
For polygons, the number 1000 is bumping around in my head as the recommended max for a model, but hopefully someone else can confirm that...
#6
Posté 19 août 2010 - 06:14
Goodness, I hope not! It kinda depends on what you're making, and how many of it will be placed. For creatures for instance, a range of 1000-1500 is about right for mob type creatures, but on larger ones polycounts can probably go up to 4-5000 or so without experiencing more than a little lag on older systems. 750 is about right for tiles or particularly complex and large placeables, but I'd interpret it as a guideline for averages. My woods tileset for instance has a bunch of 3-500 faced tiles, and a bunch of 1000-1500 tiles.Khuzadrepa wrote...
For polygons, the number 1000 is bumping around in my head as the recommended max for a model, but hopefully someone else can confirm that...
Really, though, as with all modelling, it's about what you polys can remove without anyone noticing the difference. The lower the better, as long as nobody sees the difference. The visible difference between a 3000 poly creature and a 6000 one for instance I'd say would probably be quite negligible. As long as you aren't in the five figures or spamming super-detailed models all over the screen NWN won't have too much trouble.
Regarding textures, I am led to believe that the current max is 4096x4096 pixels, but many older video cards may only render up to 2048x2048 correctly. The highest I've ever used in any project was a 512x2048 on the project Q shields textures, which didn't create any issues, but for most purposes good old 512x512 suits. If you know what you're doing with UVW mapping you can fit an awful lot in that space, and often hide tiling for flatly mapped objects without too much trouble.
Modifié par _six, 19 août 2010 - 06:15 .
#7
Posté 19 août 2010 - 08:09
That said, there seems to be a point where NWN just keels over from the strain - a friend with a fairly decent computer tried importing a model with something like 13,000 faces as a placeable and the game just crashed instantly, if I remember his story right, when he tried to load the area.
#8
Posté 20 août 2010 - 09:01
Speaking of poly limits, while doing a lot of model conversions testing these last years, I found that NWN is very forgiving. I found a limit at around 10.000 poly per mesh in a model, with a total limit at around 45-50.000 for the whole model (but it depends). Additionnally NWN doesn't like vertices closer than 0.3 cm, and shadows really hates that (ie crash), at 0.4 most crashes are avoided (so I often weld at 0.4 minimum if I want to keep smallest details). The shadow being a sucker anyway, its better to have a special mesh for that as they did in The Witcher.
I'd really like to see a project going for NWN High Def, pushing it to the limits graphically, and not artificially limited by this old computers considerations for once. This game still has such a huge potential, its a shame to not push it to the max. I have such a project for modern setting, but not sure it'll see the light of the day as its so much work for 1 person, but I digress...
(@Eradrain: its 95% probable that if you deactivate shadow on that model, it'll work fine, trust me)
#9
Posté 20 août 2010 - 09:56
Modifié par Eradrain, 20 août 2010 - 09:56 .
#10
Posté 22 août 2010 - 06:12
Graphics wise I don't think there is an upper limit that can't be tricked or broken in some way. The real limitation is going to be in other areas such as scripting or the database.
#11
Posté 22 août 2010 - 11:21
But we'd have to get all the PW communities on board, and nine of every ten players/admins seem to be happy hacking & slashing with their friends using CEP content.
All that said -- and considering how often the game's age and limitations are discussed -- I haven't really seen any project or individual push NWN to its limit in any direction. World design, ruleset modifications, tileset use; the vast majority stay within boundaries that are still very recognisable as a 2002 Dungeons & Dragons action RPG.
/rant
And thanks for that info, Jez. I tend to play without shadows turned on, so I forget to take them into consideration when testing stuff.
Modifié par B_Harrison, 22 août 2010 - 11:22 .
#12
Posté 22 août 2010 - 01:23
As a community we could make peachykeen's NWShader a standard, and re-make every single art resource with higher poly counts, normal mapping, etc.
I think it would be better to wait until it's a bit more globally stable - I know there's a LOT of people who can't use it currently and it wouldn't be too great to bring new graphics to the minority. That said, if it all ends up resolved I see no reason why I wouldn't start converting models for it.
#13
Guest_invisig0th_*
Posté 22 août 2010 - 01:54
Guest_invisig0th_*
With the default game, there definitely is an upper limit to many things. Some things right out of the box were hard coded. Other things do scale geometrically with better hardware (castle rural exterior, anyone?) Other things can scale a bit, but hit a practical limit fairly soon. It varies.Graphics wise I don't think there is an upper limit that can't be tricked or broken in some way.
Knowing what a reasonable upper limit is for those things which can be scaled within the game engine is extremely useful to people creating new custom content and builders making new modules. There aren't many hard and fast rules, but most knowledgeable people will agree that there are plenty of things that can be done today with the NWN engine that simply weren't practical with the minimum specification hardware as listed on the NWN game box. Leveraging those differences so that people can install the game on a typical modern machine and see something impressive is a the holy grail for those of us who are more focused on squeezing all we can from a stable, well patched platform.
As for fundamentally changing the game files themselves (as NWShader does) that of course is a completely different discussion. It's one thing to ask how fast your factory standard car can go if you tune it up, and it's another thing to ask how fast your car can go if you replace the engine and transmission. If you rewrite the game executable or DLLs, all bets are off. That discussion is probably more suitable for the third party tools and plug-ins forum.
Modifié par invisig0th, 22 août 2010 - 02:02 .
#14
Posté 22 août 2010 - 02:46
But we'd have to get all the PW communities on board, and nine of every ten players/admins seem to be happy hacking & slashing with their friends using CEP content.
I'd say more play without any hak at all than with cep at this point.
#15
Posté 22 août 2010 - 03:03
Drewskie wrote...
But we'd have to get all the PW communities on board, and nine of every ten players/admins seem to be happy hacking & slashing with their friends using CEP content.
I'd say more play without any hak at all than with cep at this point.
That's disgusting, if it's true.
The beauty of this game is that the user-generated content.
#16
Posté 22 août 2010 - 06:56
There are limits to the number of blueprints you can have, too many results in the DM client crashing. There are also limits to the size of .hak files and the total number of resources you can have in your module. Lastly there are limits to the maximum amount of specific content, like shields. CEP has reached the limit for large shields for example.
-420
#17
Posté 22 août 2010 - 08:21
- no custom ranged weapon can have any ammo linked to it - this means its not possible to create new ranged weapon (why CEP (v1) has one in their baseitems is mystery)
- no custom weapon can have the weapon feats assigned to it (neither custom or standard) (linx NWNX allows this however)
- the NWN character creator cannot show custom base classes (this has been solved by nwmain hack though its not public yet, hope i get this for my patch) or races (no way to workaround this as its GUI) neither can show proper alignments based on modified 2das.
- we cannot create new spellcaster class with using spellbook
EDIT: no other class than cleric can cas spontaneous
- we cannot create new metamagic with the same usage as the default (automatic metamagic is possible though)
- epic spell radial menu is limited to 6choices, if you add one more the game crashes if player try to open sub-radial
- only 5 subradials is possible for single spell
- not possible to allow tenth and higher spell levels
- we cannot create a new GUI and show them through scripting
- we cannot create new "skin-changing" visual effect, nor beam
- we cannot create new weapon VFX effect
- the maximal level possible is 255, after that NWN crashes (note without NWNX the max is 40 unfortunately)
- the maximum ammount of animation for character is limited to 20
- the maximal ability score is 255, after that it rollover
- the ability bonus cap is +12, attack bonus cap is +20, skill bonus cap is +50, attack descrease is 40IIRC but not sure, ability decrease cap is dunno but capped really (NWNX can change it however)
- the maximal number of attacks NWN can show is around 7 (not sure now), others are just rolled, no animation
- the minimal dex bonus from armor is 1, value of 0 works like unlimited, also is not possible to make two armors with the same armor AC bonus but different arcane penalty etc.
Modifié par ShaDoOoW, 22 août 2010 - 11:18 .
#18
Posté 22 août 2010 - 09:00
Anim slots 11-20 were added in 1.69, IIRC.ShaDoOoW wrote...
- the maximum ammount of animation for character is limited (was 10 before 1.69, now not sure)
This is actually possible, by exploiting armor.2da's row cap of 255 (new base armour values starting at rows 256, 512, and so on loop back to 0 base AC). But it's still a limitation, because the higher rows still count as heavy armor (which is important to proficiencies and some hard-coded feats).... - also is not possible to make two armors with the same armor AC bonus but different arcane penalty etc.
Modifié par B_Harrison, 22 août 2010 - 09:04 .
#19
Posté 22 août 2010 - 09:03
awesome, i will look into 3.5 SRD if there are heavy armors that could benefit from this, thanksB_Harrison wrote...
This is actually possible, by exploiting armor.2da's row cap of 255 (new base armour values starting at rows 256, 512, and so on loop back to 0 base AC). But it's still a limitation, because the higher rows still count as heavy armor (which is important to proficiencies and some hard-coded feats).
#20
Guest_invisig0th_*
Posté 22 août 2010 - 11:06
Guest_invisig0th_*
I'm not sure what you are referring here or whether it is actually correct, but custom grenades can be made. I have successfully made custom grenades with custom models (globe palm fruit from Barrier Peaks module and also several futuristic grendades), and they work just fine. Custom grenade model is thrown and bounces on ground, and then custom spell script is run without a problem.ShaDoOoW wrote...
- is said, its not possible to create new spell with grenade animation the current grenades are hardcoded (however this can be workarounded in script to check item tag)
Modifié par invisig0th, 22 août 2010 - 11:26 .
#21
Posté 22 août 2010 - 11:12
I heard it somewhere, thats why I wrote "its said". I never tested it, I make custom grenades by the workaround I described, it was only for monsters anyway.invisig0th wrote...
I'm not sure what you are referring here or whether it is actually correct, but custom grenades can be made. I have successfully made custom grenades with custom models (globe palm fruit from Barrier Peaks module), and it works just fine. Custom grenade model is thrown and bounces on ground, and then custom spell script is run without a problem.ShaDoOoW wrote...
- is said, its not possible to create new spell with grenade animation the current grenades are hardcoded (however this can be workarounded in script to check item tag)
#22
Guest_invisig0th_*
Posté 22 août 2010 - 11:14
Guest_invisig0th_*
Modifié par invisig0th, 22 août 2010 - 11:26 .
#23
Posté 23 août 2010 - 11:30
EDIT: Thanks to Jez for spotting my typo.
Modifié par Estelindis, 23 août 2010 - 11:59 .
#24
Posté 23 août 2010 - 12:02
Other known limits are (note that I collated these for myself during long years of reading, so some limits here might:be outdated, but I think they are still correct, otherwise I'd like to know):
- if a 2da can go after 256 lines, its limit is then 65 535.
- placeables.2da is limited at 65.535
- loadscreen.2da as a limit of 65.535 but only 255 are displayable at the same time in toolset per category/setting, so you can have 255 categories each one including as much as 255 loadscreens.
- limit of haks number is 56, at least for nwn server, after 56 nwnserver doesn't start anymore
- limit of tilesets in a module is 80, its actually 100 as of 1.69 patch but including vanilla NWN ones which are 20, that leave only 80 slots.(edited, thanks to _Six)
- concerning assets all game executables have their own limits which sometimes are not the same, so because something works in Aurora, doesn't mean it will in NWN solo, or on a server or even less with DM client.
- NWN server seems to have hard time to handle hak with more than 16.000 files, its safer to limit one hak content to 15.000 files.
- DM client crash if there is more than 15-16.000 files to handle in a module, you can check the number of files when the module is open in aurora, in /modules/Temp0 (or highest TempX) folder
It's unclear if it also take into account others assets not included in haks, like music, portraits and others (supposedly they account toward the 15.000 limit too).
At least that's what I noted these 4 last years, might need some updates.
Modifié par Jez_fr, 23 août 2010 - 01:42 .
#25
Posté 23 août 2010 - 12:11
A bit late responding to this, but actually I've found the number of tiles in the tileset have as big or more of an effect on loading times than polycounts. NWN was really built to run 1-200 tile tilesets at most, so tilesets like TNO that are in the thousands in terms of tile numbers can take a long time even if those tiles aren't particularly large to load - and particularly with Worms' tilesets, as he has an unfortunate habit of basically including TNO in all his sets as well.ShaDoOoW wrote...
... Also the more polygons the longer it takes to load ... If its tileset, game loading every area slower - Worms tilesets has this issue, even Caste/Rural loads quite long.
That's also why trying to place a terrain down in the toolset for the first time using Worms' tilesets often freezes the toolset for several seconds (on my machine, anyway).
Wasn't this raised to 100 in 1.69?Jez_fr wrote...
- limit of tilesets in a module is 30, its
actually 50 but including vanilla NWN ones which are 20, that leave
only 30 slots.
Modifié par _six, 23 août 2010 - 12:12 .





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