Is there a way to do this in UT? I hail from a Quake/Quake-based engine mapping background, and there was this nice, wonderful little thing called a Hint Brush, that, if you had some good understanding of how BSP worked and how the map got chopped up when it was compiled, you could use to control where the lines got drawn. This was a really good way to cut down on complexity and increase framerate, as well as fix any small glitches that may have resulted from too many poly's being drawn.
I'm making a UT map now, and in one area I can see where it looks like there's been a BSP cut made through a room on the XZ plane, which ends up making a couple strange BSP holes in the upper area, and just in general making the cuts up there a lot more complex than they need to be. I can't help but think (probably due to my Quake background) that if I could get it to make a cut on the XY plane somewhere in the middle of the room it would probably help things a bit, as it would only be the lower area getting chopped up (and currently there are no glitches in the lower area).
So is there any way to do this with UT? Or am I just going to have to start playing around with brush order?
I can probably work things out with the latter method anyway, but it would still be nice to know for the future if there's any UT counterpart to Quake's hint brushes.
Oh, and while I'm on the subject of Quake to UT analogs, is there anything like caulking in UT? And is it even needed?
(Caulking, for those not familiar with Quake, is essentially a surface flag that tells the engine "don't draw me", while still allowing it to, if desired, affect things physically, like an ICH, and make BSP cuts)
I'm making a UT map now, and in one area I can see where it looks like there's been a BSP cut made through a room on the XZ plane, which ends up making a couple strange BSP holes in the upper area, and just in general making the cuts up there a lot more complex than they need to be. I can't help but think (probably due to my Quake background) that if I could get it to make a cut on the XY plane somewhere in the middle of the room it would probably help things a bit, as it would only be the lower area getting chopped up (and currently there are no glitches in the lower area).
So is there any way to do this with UT? Or am I just going to have to start playing around with brush order?
I can probably work things out with the latter method anyway, but it would still be nice to know for the future if there's any UT counterpart to Quake's hint brushes.
Oh, and while I'm on the subject of Quake to UT analogs, is there anything like caulking in UT? And is it even needed?
(Caulking, for those not familiar with Quake, is essentially a surface flag that tells the engine "don't draw me", while still allowing it to, if desired, affect things physically, like an ICH, and make BSP cuts)