Juuso,
Did you read in my post where - in Swifts system - you can use a lower resolution animated mesh in synch with your actual player mesh? Doing this means that the low res animated b3ds can cast the shadows, hopefully leaving more headroom for more characters.
How many polygons are your characters? Are you using a collision library such as NGC? This too will massively slow down your frame rate if you are sending the animated mesh to that system to gather collision info. Again use the lower res version.
IPete2.
Did you read in my post where - in Swifts system - you can use a lower resolution animated mesh in synch with your actual player mesh? Doing this means that the low res animated b3ds can cast the shadows, hopefully leaving more headroom for more characters.
How many polygons are your characters? Are you using a collision library such as NGC? This too will massively slow down your frame rate if you are sending the animated mesh to that system to gather collision info. Again use the lower res version.
IPete2.