View Full Version : Static Mesh to BSP Geometry = Problems!

15th Oct 2005, 08:58 AM
i am modelling a huge map using UnrealEd Runtime. In this map there are a lot of complex objects like temples, amphitheaters, etc... I am modelling these obejcts using 3DS Max and after they are first saved as .ase objects and then imported as static meshes. As static meshes i have a lots of problems related to lighting (due to low polygon modelling). Then, i would use this models as BSP geometry. Every time i convert my static meshes as brushes and then add themes as BSP geomtries i have the following problems:

1) Some time UnrealEd Runtime crashes
2) After building my map there are holes into BSP
3) Collision problems

Is this to correct way to import may objects as BSP geomtry? I am not going to use UnrealEd Runtime tools to model my objects because they are very complex (see attached image).

Thank you.

P.S. The attached image is a bsp geometry. The screenshot was taken in a such way that it doesn't show the BSP holes.

15th Oct 2005, 11:48 AM
A better way to get a brush imported is trough the top menu Brush > Open or Import BUT you should not do this in this situation
And your certainly shouldnt convert meshes in to BSP

Your model is way too complex for bsp, if lighting is bad on it simply tesselate it more in Max instead of converting to bsp. Its not meant for it.