Hi,
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.
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.