Rosd on 11/3/2005 at 17:49
Well, just vanilla BSP built the original Unreal and Unreal Tournament games, and I never had much of a problem with BSP holes then. I'm sure BSP holes now are because of the severe optimizing you can do when the high detail stuff is a static mesh.
Stardog on 11/3/2005 at 19:59
Quote Posted by deadman
What's up with that, anyway? Yeah, we can potentially use loads of staticmeshes without slowing things down, yet use more than a pinch of BSP and you get HOM crap? I don't mean to flame the engine, as I don't even know enough about it as it is, but it certainly sounds like the sort of geometry used in Unreal is highly unstable. Was that purposely built in to 'encourage' modders from doing too much in BSP and going more for staticmeshes? :laff:
It's the same as in any other BSP engine - Quake, HL2 etc. You will be able to create just as complex brushes as in those engines.
It goes without saying that if you create an arch in the 2D edit mode, then rescale it (a tool I NEVER use, using Drawscale would be as far as I would go) that it'll unalign and cause errors. To make a simple arch from BSP i'd build it manually using multiple brushes, rather than letting the 2D tool make a weird more than 6-sided shape.
You can use far more than just a pinch of BSP. Although since T3 uses dynamic lighting, there's no reason you shouldn't use models if you can.
FatherofGarrett on 11/3/2005 at 20:34
Arrr! I'm just gonna go back to dromed... :grr:
.......Water
.........Rope Arrows
...........Large sprawling levels
.............seems easier.
-FOG
Dario on 12/3/2005 at 03:06
Unreal Ed is as easy to learn as Dromed, and a lot nicer.
Ok, there aren't any REALLY good tutorials for it, but it's easy if u follow some tutorials.
(and so is 3dsmax if u have some good tutorials)