View Full Version : How do you 'deintersect' a static mesh?
07-11-2003, 01:27 PM
I could use some help (again). I need to deintersect a static mesh. Its a mountain, and below it and partially inside the mountain is a hollow building, and I need to deintersect the mountain against this building.
One way to do this is to:
1. Convert the mountain mesh to the red brush
2. Remove the hollow part in the building
3. Deintersect the red brush
4. Build the mountain with Add
5. Convert the blue mountain brush to a mesh
6. Remove the mountain brush
7. Insert the static mesh you just made
But this produces a lot of strange white-point artifacts. I tried to import it, optimize it and export it from 3D Max but that didn't help. Anyone know how to fix this? I don't know 3D Max so if its possible to do in UED it would be neat.
07-11-2003, 01:41 PM
It's not possible to solve this in ued without getting very weird results. You need a modelling program for this. You can also make the mountain from terrain and put your building inside the terrain.
07-11-2003, 02:21 PM
I don't understand why you need to alter the static mesh. Static meshes are not treated as solid except as defined by the collison model, so if you build the collision correctly you can put any BSP you like inside the static mesh. I'm using static mesh buildings with BSP interiors in the same way, with no problems.
07-11-2003, 02:44 PM
Originally posted by Doctor7
I don't understand why you need to alter the static mesh. Static meshes are not treated as solid except as defined by the collison model, so if you build the collision correctly you can put any BSP you like inside the static mesh. I'm using static mesh buildings with BSP interiors in the same way, with no problems. Because the lower parts of the mountain will be visible inside the building, so I need to remove all parts of the mountain that intersects with the building.
Noz, I almost suspected this. Do you know any link or description that explains how to do this in 3DMax?
07-11-2003, 03:07 PM
Nope, i never touched any 3d modelling prog.
07-11-2003, 03:29 PM
why not make the mountain from terrain...that way u can hollow out the area u need for the building so you wont see the mountain while inside the building. this is the same technique used to make caves and whatnot. i suggest u check the tutorials over at UDN site (http://udn.epicgames.com)
07-11-2003, 04:04 PM
Originally posted by Kronon
Because the lower parts of the mountain will be visible inside the building, so I need to remove all parts of the mountain that intersects with the building So the building isn't totally inside the mountain, you want to have parts of it sticking out? Then I see your problem, I can do that to some extent with my buildings because there are nice straight walls that can be hidden inside BSP, but a mountain is a bit too irregular to get away with it.
As you've discovered, you can do the convert to BSP / deintersect / convert back thing, but the building and mountain are both high poly so you will get large numbers of rounding errors (the white-point artifacts you mentioned, where faces no longer line up after conversion). The only other way is to build the whole lot in a modelling package, or use terrain for your mountain as other people have suggested.
07-11-2003, 09:20 PM
Just follow Gradients static mesh tutorial - 17 (http://www3.sk.sympatico.ca/kelbeau/max2ued/html/17.html)
(No Gradient doesnt pay me the each link to his tut's I post or id be very Very rich :))
07-12-2003, 07:21 AM
Originally posted by Fordy
Just follow Gradients static mesh tutorial - 17 (http://www3.sk.sympatico.ca/kelbeau/max2ued/html/17.html)Been there, done that. The problem is that just importing, optimizing and exporting a mesh from 3Dmax don't seem to solve the problem. I think I need to do the actual deintersecting in 3Dmax as well, and I have no idea how to do that.
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