GianniAgn wrote...
BTW about polygons - what maximum of polys my model can have?
A real technical limitation I tested is 45.000 polys on the same model. After that the game crash (but that could be tied to video card and/or drivers, however I think its really the game engine's limitation, because I did test with various computers)
You can have dozens of such "high poly" in a scene without trouble once they are loaded. NWN is surprisingly enduring in that regard.
The bottom line is more about usage. If its for a single player module for exemple, you can have lots of polys. However if its to put on a multiplayer module, its not a good idea, especially if you have a lot of fights, and creature spawns, because it will cause lots of strain on the server/engine, and area loading will/can take forever with "big" models...
For exemple just having NPC with customized NWN vanilla clothes already can cause big hiccup when they spawn, it will be much worse if they have x thousands of polys. And it will be much worse again when you add visual special effects like from spells and such. All this cumulate, and can go to the point of crashing the game.
if you want to do a persistant world for exemple, I advise to try to cut the number of polys as much as you can.
But, if you don't care about game performance, and just want to upgrade the game visuals, you can go pretty high. You could easily use character's models from NWN2 in the NWN1, or from the latests unreal engine games even. I did some tries, and the game works fine really.
Just be careful about shadows. They can crash the game very easily. Often, with high poly models, the only way to avoid game crashing because of shadows is to deactivate them (uncheck shadow in the Aurora trimesh before exporting, or add "shadow = 0" in a ascii model file.
Or you could do like they did with the witcher 1 game and add non rendering simpler models that cast shadows instead of the model itself.
Modifié par Jez_fr, 22 mai 2012 - 09:20 .