I know for a fact, for having encountered it a number of times when I was modding HW2C and recently when making a hod for HWR via CFHodEd before the release of HODOR, that I couldn’t import single objects larger than about 80k polygons.
Now I don’t know if that was a limitaion of HW2C hod format, or a limitation of CFHodEd, so I decided to try making a hod via HODOR with a single object of about 280k polygons (if you’re gonna go big might as well shoot for the stars, eh?) and HODOR sat there for half an hour trying to process it, using one of my CPU cores on full, before I killed it.
Note that this is a per object limitation, and I’ve been able, by cutting hulls into several, smaller subobjects, to reach global polycount at the very least around 200k. This kind of warkaround is not necessarily a progress stopper (I’ve done it before) but is something I’d rather avoid if I can.
So I guess what I’m trying to know is, is there an hardcoded polycount limit in the hod format (even after the modifications made to HWR)? Is this a matter of HODOR choking on too large subobjects? What’s the actual figure for those limits? I’d love to have dev insight on this, maybe @BitVenom , since he’s been posting the HODOR stuff?