Datoyminaytah on 26/2/2005 at 18:47
Can you tell me the difference between brushes and static meshes? Is a static mesh something that could be output in the T3D format? It's been a while since I looked at this stuff.
David on 26/2/2005 at 18:49
Static Mesh is basically an object, but with very few properties, they don't appear in the Gamesys etc.
Brushwork is very limited in the engine, mostly just square rooms etc, almost all detail is done with static meshes.
Datoyminaytah on 26/2/2005 at 19:28
Yay. T3Ed runs on my computer, after a message about Flesh failing to initialize. I guess that means I can edit but not playtest.
Would someone make a very small sample level with a static mesh and send it to me? PM me and I'll give you an email address.
David on 26/2/2005 at 19:41
Map sent! :)
[NAUC]Chief on 26/2/2005 at 19:59
it gets stranger and stranger, i tried burricks head inn, it crashed, i deleted alot of it, it crashed, so i thought it must be the brushes, however eventually bhi stopped crashing (wasnt much left of it by then) so i started seeing if there was a brush limit by adding more and more brushes, well i got to 680 brushes and could still play it (tho most of map still missing) so I figured maybe its complex brushes- the trouble is there arent really any in bhi so this has got me stumped. A map with only 460 brushes (training map from above) crashes yet one with 680 brushes doesnt :erg: this is becoming tricky :D
I just cut down the training mission to one square and a staircase in and it crashed, thats about 5 brushes :rolleyes: - oops had forgotten to build all. :laff:
David on 26/2/2005 at 20:01
The training mission from Thief Gold crashes too (and that's as small as they come!). I wonder if there are brush types it cannot understand.
[NAUC]Chief on 26/2/2005 at 20:18
okay i got the thief gold training mission working, atm its in two seperate parts and one side is bsp hole ridden. Gonna try merging it into one map, so far the only brushes i deleted were the green zone brushes as I decided as they're meant as water they needed to go. - ill edit this post on further updates:)
Okay the map as one whole is definately out of the question, but split in two it works fine and i only deleted 2 brushes (looks like the convertor cut out about 10 tho-but i started in thief2 so dont know what the map looks like fully) atm im working out how to get the teleport working to join the two up but my games crashing on loading after entering the teleport. :rolleyes:
scumble on 26/2/2005 at 20:18
I have a feeling that it may still be easier to recreate the old missions from scratch. It really depends how much junk this converter puts in to the t3d files. As Dave suggests, many of the brush types in Dark have no meaning in the basic Unreal engine.
Quote Posted by Chief
they've made the Convert Brush To StaticMesh obsolete
Although in the documentation at UDN, they've always said this is "suboptimal" anyway. See (
http://udn.epicgames.com/Two/ConvertingBspBrushesIsSuboptimal#Building_Hardware_Brushes_from_C) here.
[NAUC]Chief on 26/2/2005 at 21:40
okay here is the thief gold training map, I havnt got the teleport to work as it kept crashing my computer (just couldnt figure out how to do teleports in t3 even with the readme and tutorial map as a guide) so you'll have to open each one up manually. These are the .unr files for the editor. Also its all the one texture (not the editors default tho) and there are no lights (but it is visible) see what you think of the mis2t3d converted file:
(
http://home.ripway.com/2004-6/131295/trainingmis.zip) Training Mission
See how it compares with the original and we'll know the extent of the current mis2t3d :)
David on 26/2/2005 at 21:57
Brushwise that is totally bang-on and instantly recognisable.
Nice work! :D