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What are the limits of nwn?


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#26
Shadooow

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_six wrote...

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.

Yeah, very probably, the DOA combo city/rural tileset is at least with polygons and textures very close to standard city/rural, but still takes very much time to load.

However I think the polygon count affect it as well. IIRC the worm swamp (I used it like two years back) do not have too much tiles and still takes very long time to load.

#27
Jez_fr

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_six wrote...

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.

Wasn't this raised to 100 in 1.69?


1.69 patch notes says you are right _Six!
Im editing my post to avoid confusion, thanks =)

#28
_six

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ShaDoOoW wrote...

However I think the polygon count affect it as well. IIRC the worm swamp (I used it like two years back) do not have too much tiles and still takes very long time to load.

Aye. Especially with Worms' tilesets. While very beautiful, due to bugs and polygon budgets that are really high even on objects where they're not making a noticeable difference  they are pretty much the slowest tilesets on the vault ingame. I recall the walkmeshes in particular are some of the worst made I've ever seen and have a habit of making pathfinding really slow.

That said, they do look absolutely great.

Modifié par _six, 24 août 2010 - 04:23 .


#29
Tarot Redhand

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Well I think I've just come up against a limit. It would appear that there is a lowish upper limit for certain itp file entries. I've currently got a placeablepal.itp file with 34 ID entries and the toolset ignores any further entries. Fortunately I had got all the entries that I needed for the section I was working on. Unfortunately I had other sections I wanted to add which amounted to a further 90+ entries that won't now be added. I am currently getting someone else's hak files to work together and it seemed logical to put the 1300+ entries into new categories rather than clutter the original Bioware ones, which is what I will have to do now.



TR

#30
Shadooow

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The palettes IDs are limited to 255 (I used the 255 to hide my blueprints in patch 1.70 - just temporary workaround)



The reason you are not seeing changes might be that you uses CEP and you didnt added the modified pallete into top hak. Or you edited the bad palette, in module there is xxxpalcus.itp which does contain not just categories but also content of all categories and is recreated at module opened and anytime you refresh pallete.

#31
Tarot Redhand

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Well if the limit is 255, I know it must be down to something I'm doing. I'm not using CEP and it's not the custom pallette either. But I think I may have an idea to try. Thanks for the info.



TR

#32
Jez_fr

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ah, just thought of another limitation. It's obvious for long timer NWN CC makers, but it's not in regard to recent games and mods. NWN assets (models and textures) names are limited to 16 letters/numbers!



Worth a mention for "newcomers" who could wonder why their stuff isn't working XD

#33
Estelindis

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Good point, Jez. That's a limitation we're all so used to that it's easy to forget to mention it.



Within models, most objects can have longer names if you wish. But the actual model base, and some dummy objects, follow the 16-character limit. (I only discovered the limitation re some dummy objects when making my very first placeable.)

#34
Tarot Redhand

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Just a quick update on the little problem I had. I seem to have been able to correct it (fingers crossed). I first checked my placeablepal.itp in the override directory to check it and as I'd begun to suspect, it was fine. So next I put it into my top-level hak and opened the mod/pre-fab that I'm working on. The entries were still missing. I had an idea that the problem might be related to an erf file that I had previously loaded so I temporarily removed the hak that was referenced by the erf and the placeablepal.itp entries suddenly appeared in the toolset! After this I added blueprints that used the new placeablepal.itp entries. Holding my breath I finally added the hak back in, that I had removed earlier and it all seems to work still. Now all I've got to do is add another 1000+ blueprints.



TR