I'd say, only compile if you need to shorten load times. For example, I've had a case where an unusually large set of animation supermodels (around 100 Mbyte in total) benefitted from compilation; if uncompiled there was a perceptible delay (~1 second on my machine) in-game while they loaded, which went away when they were compiled.
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 .