I find it strange that we all are just NOW finding out about these limits after spending almost 2 years into modding the game. When i was in the beta i inquired about any hardcode limits. Nothing was said about mesh, and texture limits. At least nothing specific that i recall. I figured there was a limit, but this LOW?
If a total conversion mod duplicates sins exactly in its file structure you only have enough slots (mesh, and texture) for only Three factions. Plus a pirate faction. Lets not go into the ridiculous amount of textures they used for the UI alone.
AFAIK if an entity is NOT in the manifest it will not load any of said entity's referenced files. Like meshes, textures, particles, etc. (I am awaiting confirmation on this). I am also awaiting an answer if sins loads "everything" including the mod folder stuff along with the vanilla game into memory. That would be insane if it did.
Ok here are some "workarounds". I am learning all this the hard way as i am rebuilding my mod, and awaiting answers about the manifest.
1) in order to stay under the hardcode limits, Vanilla sins components literally need to be Removed, and/or REPLACED. Just like we did it in Homeworld 1. I am rebuilding SoA 2 duplicating the sins naming conventions replacing "Psi" with "Fed", Tech with Klingon, and phase with Romulan. Overwriting all of the existing entitys in the manifest. Removing what is not being used. Nothing is added on. When i am done the mod should reference absolutely NOTHING that has to do with Tech, Psi, and Phase. Will do the same for the pirates too. The goal is to have NOTHING from the vanilla game load except for what is necessary to run sins itself. Complete, and total replacement. That will free up all of the original vanilla model, and texture slots to use for mod stuff. Except the planets, skybox's, asteroids, and other map items that are not going to be modded. This still may not be enough, because i planned on Five playable factions plus a pirate faction.
2) Be "cheap" with your particles. Dont make a new weapon effect for every single ship in your mod. If your mod faction has a theme like the federation uses phasers. You only need TWO particles to represent a phaser beam. The Corona, or Flair, and the Hit effect. There is no "beam" particle. In your ships entity you represent the beam with 2 textures the _Core, and the Glow. So that is 4 textures for one beam weapon. You can adjust the beam width in the ships entity file. So the ships can have a slightly different beam. But if your faction uses all beam weapons you only need the 2 particles. It frees up a bunch of textures by standardizing.
3) if possible have multiple units use the same hull (model) I know that sounds, bad and i cringe at the thought myself.
4) have multiple models share the same texture sheet. Someone else posted this idea, and it has alot of merit. A single 2048x2048 sheet can hold FOUR 1024x1024 textures. If you combine the four textures along with the data, and normal maps you free up TWELVE texture slots. Thats no joke. Same can be done with a 1024 texture with four 512 sheets. It will be a pain in the ass re-uv mapping the models, but this idea seems to have some weight to it.
There is more you can do but i am too tired to think right now...