When is it advisable to compile models?
#1
Posté 02 février 2014 - 12:14
I've read, and understand, that this might not be true for hi-poly models, and that there are better compilers for certain purposes.
However, does it remain sound advice for mods to older models?
If not, can we quantify the pros and cons?
I'd ask that we don't talk about CM3 in this particular thread, as that's being covered elsewhere.
Apologies if this is an old chestnut.
#2
Posté 02 février 2014 - 12:55
override directory, you won't really see an performance hit per say, but it's more a mass related thing
and more on the content loading time aspect of performance since the game as to compile on the fly
when models that need to be loaded are ASCII (Not complied).
As for custom animation(s), I don't see how a compiler that only translate text code into binary
code would translate one animation differently from another and I personally know that a model
I made in the past (i.e. a tomb) has a custom open/close animation that I created and it compliled
just fine with the animation intact.
Perhaps the peeps who had made the custom animations and had issues from nwncomp did
something wrong somewhere? ... who knows.
Modifié par Lord Sullivan, 02 février 2014 - 12:56 .
#3
Posté 02 février 2014 - 02:54
I think the two camps developed because of the compiling issue created by the mispelling of the "Setfillumcolor" parameter on export from NWMax (NWMax changes the spelling to "Selfillumcolor"). Since the model worked fine in game as an ascii model, many people erroneously believed that nwnmdlcomp was broken or flawed. MDA is working on a fix for this issue in NWMax Plus.
I've also seen issues where a model compiles fine in nwnmdlcomp, but when used it crashes the toolset or game. Use the ascii version and it works fine. I've never been able to nail down a reason for this behavior - there must be an error in the model somewhere, but I can't find it.
Modifié par Pstemarie, 02 février 2014 - 02:57 .
#4
Posté 02 février 2014 - 06:06
#5
Posté 02 février 2014 - 10:30
Otherwise I'd say it's generally not worth the effort.
Animation models get a bit smaller when compiled, but mesh-heavy models get larger so it's a trade-off. But file sizes are less of concern now than they were ten years ago so that's much of a muchness.
Models that have supermodels have to be compiled carefully otherwise the nodes may not match and animations break. Basically, you have to compile the whole set of models and supermodels all at once, so the compiler can sort out the node numbering consistently. The procedure for that is different between nwnmdlcomp and the BW model compiler and it's not well documented in either case. I think this has deterred people from doing it.
If a model doesn't compile, or doesn't work when compiled, then technically there is something wrong with it but it might still work correctly in-game because the in-game loader is quite robust and can fix things on-the-fly in ways that the compilers can't. In such cases, and if the model is too much trouble to fix, then compiling is obviously counter-productive.
"Compile if you will or if you must, but not because you can."
OMB
Modifié par OldMansBeard, 02 février 2014 - 10:32 .
#6
Posté 02 février 2014 - 10:56
#7
Posté 02 février 2014 - 11:22
Additionally, the external compilers give you some feedback when compiling, all in all making them handy for error and quality control.
But beyond that, I can only mirror what OMB said.
#8
Posté 02 février 2014 - 12:59
TR
#9
Posté 02 février 2014 - 02:19
Again, this is not with any new models, but with Bioware models from the mines and interior tileset.
There is no noticeable difference in performance with those models compiled or uncompiled, but some creatures take longer to load and I'll see if some other compiler works better so I can get those compiled, maybe placeables as well.
#10
Posté 02 février 2014 - 04:18
Modifié par Khuzadrepa, 02 février 2014 - 04:18 .
#11
Posté 02 février 2014 - 08:23
Pstemarie wrote...
...
I think the two camps developed because of the compiling issue created by the mispelling of the "Setfillumcolor" parameter on export from NWMax (NWMax changes the spelling to "Selfillumcolor"). Since the model worked fine in game as an ascii model, many people erroneously believed that nwnmdlcomp was broken or flawed. MDA is working on a fix for this issue in NWMax Plus.
...
Now that would explain it as I don't use NWMax but rather MDLSuite(3rd release since 4th release was not complete). I do everything that need to be done and don't rely on "suppose to do it for you" utilities when they don't always do it right and then you're left having to hunt down the issue and left wondering what happened. Sure it
takes a bit more work to DIY, but I'm fully aware of the state of my model(s). Thus never had any compilation issues with nwncomp.
Modifié par Lord Sullivan, 02 février 2014 - 08:25 .





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