XWA(U) Limitations

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XWA(U) Limitations

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Vince T
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Post by Vince T » Wed Aug 03, 2022 8:02 am

While we're slowly but steadily approaching a level of customizability where "anything goes" thanks to advancements in hook programming, there are still some limits to what we can do. Here's a rough overview. For comparison, I'm listing both vanilla game as well as the game with hooks.

OPT Constraints

Model Dimensions
Vanilla: ~27km, beyond that, the craft will not show ingame
Hooked: unknown, Tests with 60km model were successful. BUT the model wil disappear when you're within its hitbox and facing away from the center. This is greatly dependent on your screen resolution. The higher the resolution the lower the size threshold.

Number of meshes p. OPT
Vanilla: 49-51, any additional meshes won't load.
Hooked: 255, any additional meshes won't load.

Number of vertices p. mesh
Vanilla: 512
Hooked: 65535, can be changed via XWA EXE Patcher

Number of quad-faces p. mesh
Vanilla: soft limit at ~200, depends on texture mapping. Too many faces will cause Trinagling to infinity
Hooked: Theoretically unlimited, see vertices limit

Number of tri-faces p. mesh
Vanilla: soft limit at ~500, depends on texture mapping. Too many faces will cause Trinagling to infinity
Hooked: Theoretically unlimited, see vertices limit

Number of textures p. OPT
Vanilla: 100
Hooked: 1024

Texture resolution:
Vanilla: any power of 2, up to 256x256, anything else crashes the game
Hooked: 8k tested successfully, not using power of 2 res textures with OPTech will corrupt and distort the texture in the OPT and you will have to replace it with OPT Editor

Texture color depth
Vanilla: 8Bit (256 colors), anything else crashes the game
Hooked: 32Bit is possible. OPTech still requires 8bit textures but you can replace them later using OPT Editor

Number of hardpoints
Vanilla + Hooked: 127, Superfluous hardpoints not active

Number of rotary Gun Turrets:
Vanilla + Hooked: 16

Number of engine glows
Vanilla: 16, Superfluous engine glows not showing
Hooked: 255, Superfluous engine glows not showing


///////////////////////////////////////////////////
Mission constraints

Objects per Region
Vanilla: 96, Superfluous Objects not showing
Hooked: 192, Superfluous Objects not showing

Objects per Mission
Vanilla + Hooked: 192, Superfluous Objects not showing

///////////////////////////////////////////////////
FrontEnd/UI constraints

2D Image color depth (FrontEnd)
Vanilla + Hooked: 8bit (256 colors)

2D Image color depth (In-Flight)
Vanilla: 8bit (256 colors)
Hooked: 32bit

Backdrop resolution
Vanilla: any power of 2, up to 256x256
Hooked: any power of 2, max scale can be changed via XWA EXE Patcher

Skirmish Pic resolution
Vanilla + Hooked: 180x180

Ship Icon resolution
Vanilla + Hooked: 32x32

Map Icon resolution
Vanilla + Hooked: 16x16

Mission Pic resoution
Vanilla + Hooked: 256x256

Battle Pic resolution
Vanilla + Hooked: 512x256
Your ship, Captain. I need a drink. - Vince Trageton
Vince T's X-Wing HQ - where the bad guys get their gear

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ual002
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Joined: Wed Sep 24, 2008 2:23 am

Post by ual002 » Wed Aug 03, 2022 4:12 pm

This is fantastic.
Image Image Image Image Image

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the_stag
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Posts: 107
Joined: Sun Jun 14, 2020 3:47 pm

Post by the_stag » Thu Aug 04, 2022 2:32 pm

This is some great information. Thanks for taking the time to compile this.

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