Dale_ on 10/5/2014 at 22:54
Hey there fellow Dromed-addicted taffers! :)
I realise there are several threads discussing this subject at length already. However, after searching and searching, all those threads discussing it (including the ones referred to in the FAQ) seem to be from several years ago and I have reason to believe they could be outdated so I wanted to compile all that information here and clarify what the limits are as of 2014.
The information I've found in these threads suggests that:
Maximum number of terrain brushes: around 4000, although it could be pushed up to 6 or 7k?
Maximum number of objects: 2400
Maximum number of room brushes: 1000
However, in the release notes of patch 1.19 (which I think was released in 2012, later followed by the beta 1.21?), I've found the following:
- Increased brush limit from 7068 to 16384
- Increased rooms limit from 1024 to 4096
- Increased ambient sound limit from 256 to 1024
- Increased cell limit from 28672 to 32760
- Increased the maximum number of sides in a cylinder from 10 to 26.
- Increased automap location limit from 64 to 256 locations per page
So here come my questions:
1) Does the first line refer only to terrain brushes? Would a mission with some 15000 terrain brushes be stable and crash-free?
2) The notes do not mention the number of objects. However, in the (
http://nickdablin.wordpress.com/2014/01/13/absolute-beginners-guide-to-creating-a-thief-2-mission-part-one/) Absolute Beginner's Guide to Dromed there is a part where we are instructed to edit dark.cfg and set "obj_max" from 2400 to 8000 just to be on the safe side. Does this mean that we can set that value to any number and the limit on objects is practically gone? Or would going over 8000 cause Dromed to go bonkers? :)
3) Last but not least something that's been going through my mind. When it comes to importing various models into Dromed (using the 3ds to e to bin way of converting), is there any way (with 1.19/1.21) to make Dromed able to handle higher-poly models?
Thanks in advance for clarification!
Dale
ZylonBane on 10/5/2014 at 23:39
Quote Posted by Dale_
3) Last but not least something that's been going through my mind. When it comes to importing various models into Dromed (using the 3ds to e to bin way of converting), is there any way (with 1.19/1.21) to make Dromed able to handle higher-poly models?
Higher-poly than
what?Dale
Dale_ on 10/5/2014 at 23:55
Quote Posted by ZylonBane
Higher-poly than
what?Dale
I'm not sure what the limit there is exactly but anything above 1500 polygons crashes Dromed with a warning message saying something like "too many polygons, Dromed is done".
Nameless Voice on 11/5/2014 at 00:41
The polygon limit for models is a limitation in the file format.
NewDark doesn't change that as far as I know.
ZylonBane on 11/5/2014 at 02:34
I thought it was a limitation of BSP. Perhaps some experiments could be conducted with Nemyax's Blender exporter to see if it allows higher-poly BINs. Although, for the fidelity of Dark's environments, the current object polygon limit is more than sufficient.
LarryG on 11/5/2014 at 05:35
You can make bins with bsp that will choke NewDark. So bsp is not always the limiting application. The limit in NewDark does not appear to be for the number of polys itself but to be something that relates somehow to polys. AIs can have more polys in NewDark than non-AI meshes. About twice as many. The exact number of polys allowed varies by the configuration of the model. In some cases you can get upwards of 1800 polys for non-AIs, and upwards of 3600 polys for AIs. In other cases NewDark will puke on a 900 poly model. If you stay below 1200 polys you're probably OK for most models.
fibanocci on 11/5/2014 at 06:26
1. I don't think you'll ever touch the 16384-brush limit (whatever this means), since there's other limits, too.
2. Modders Notes
Quote:
Max concrete object IDs: 8192 (from 4096)
PinkDot on 11/5/2014 at 10:48
The limit lies within the BIN format itself. Here's what
nemyax wrote to me once:
Quote:
The polycount limit is due to the way faces are referenced by nodes. You only get a two-byte signed integer to specify the offset of a face's data within a node, so you can't have a face chunk exceeding 65525 bytes plus one face entry. At that size, you can have, for example, a maximum of 2114 UV-mapped triangles. If they are not triangles, you get even fewer.
Unless the NewDark guys come up with a revised format spec, it's going to stay that way.
The AI meshes BIN is a completely different format, and that limitation does not apply there. And it never did - I managed to get a 15K or so AI mesh into the old dark engine.
Xorak on 11/5/2014 at 22:33
I ask this with just a hint of facetiousness, but why not then build every object with the AI bin program? When importing the AI object into Dromed, it can easily then be turned into a
lifeless AI.
Quote Posted by Dale_
So here come my questions:
1) Does the first line refer only to terrain brushes? Would a mission with some 15000 terrain brushes be stable and crash-free?
2) The notes do not mention the number of objects. However, in the (
http://nickdablin.wordpress.com/2014/01/13/absolute-beginners-guide-to-creating-a-thief-2-mission-part-one/) Absolute Beginner's Guide to Dromed there is a part where we are instructed to edit dark.cfg and set "obj_max" from 2400 to 8000 just to be on the safe side. Does this mean that we can set that value to any number and the limit on objects is practically gone? Or would going over 8000 cause Dromed to go bonkers? :)
The modders_notes file does say that there is a limit of 8192 objects.
I'd bet that a mission with 15,000 terrain brushes would be stable, but you'd be hitting the cell limits before you ever reach 15,000. Adding a single terrain brush can generate 0 to 100 cells depending on the complexity of your mission. Like a snowball effect, the more brushes you add, the more cells they'll tend to generate.
Lady Rowena on 11/5/2014 at 23:45
1) From what I understand, the limit of 16384 brushes includes all type of brushes: terrain, objects, rooms, etc. How to share that number among the various types is up to you.