t-ice wrote:It would make sense for that to be the most effecient, since cutters shaped round and otherwise curved will need more mesh nodes to do with the triangles. I would wager that the effect is so small as to be totally irrelevant, though.
Depends. The NWN2 engine is a shocking peice of work so I always erred on the side of caution when building and opted for pumping as fewer polys at it as possible. (It is for this reason that cutting densly built exteriors into sections is always preferable over leaving it as a single, over-built exterior - largely due to the cutting resulting in a very high number of polys in the walkmesh. BG's Gate is a good example of a well segmented, densly built up region; whereas MS's Caer Callyydr[sp?] isn't.)
On a related note, builders should be aware of the value of leaving an environment object such as bushes and general undergrowth, even low hedges, as walkable. Throughout my time on BG I noticed that the walkmesh cropping was super-aggressive rendering even the smallest patch of bushes unwalkable. Leave the undergrowth as walkable; it creates opportunities for hidden (from sight) encounters/placements and allows a wider arena of operation and RP for the sneaky / outlander types (both PC and NPC). It makes sense to cut boulders and tree trunks from the walkmesh, of course.