|
Post by Jason777 on Nov 14, 2011 22:21:38 GMT -5
^^ Hopefully. I was wondering which objects are automatically loaded and the maximum number of objects allowed per map. I ask this because a few rooms in a scene I made are a little laggy and I want to eliminate any unecessary junk.
|
|
|
Post by Arcaith on Nov 15, 2011 9:04:39 GMT -5
Depends on the type of map. 0000 and 0001 are always loaded, 0002 in outdoor maps, 0003 in dungeons. I think. The last two might be the other way around. Either way, those are the objects that are always loaded.
|
|
|
Post by Secant on Nov 18, 2011 6:49:05 GMT -5
I think a maximum of 16 objects per map is what's hardcoded into the game, but there may be a way to bypass it, or that limit may not exist at all. Easiest way to check, copy over a map/scene, change the map header to load more than sixteen objects, load a few dummies for testing purposes, fire the thing up and see if it works. I don't think loaded but unused objects contribute overmuch to framerate lag, though--rather, I'm pretty sure it's the number of polygons displayed on screen that contributes the most.
|
|
|
Post by Jason777 on Nov 19, 2011 21:37:17 GMT -5
I think a maximum of 16 objects per map is what's hardcoded into the game, but there may be a way to bypass it, or that limit may not exist at all. Easiest way to check, copy over a map/scene, change the map header to load more than sixteen objects, load a few dummies for testing purposes, fire the thing up and see if it works. I don't think loaded but unused objects contribute overmuch to framerate lag, though--rather, I'm pretty sure it's the number of polygons displayed on screen that contributes the most. Oddly, I enough, based on experimentation with custom maps today, I believe that the max number of objects I am able to load is 7; I could not get any room to load when the object count exceeded 7. Not that matters, though, it was just an experiment and I have reduced the lag quite a bit
|
|