Sleepandeat
11-09-2007, 01:52 PM
Ok I have been mapping for unreal based games for a long time now and am excited about the GOW editor and the UT3 editor. But as always with a new editor release comes a slight new learning curve. The main thing I want to figure out now is what is up with adding and subtracting... I have looked at a few maps and they are mostly static meshes, which is fine because I am good with 3ds. However it seems they re-did how to "rough out" levels.
Previously a large outdoor map would be a big subtraction with terrain in it and any structures would be additives or static meshes. From what I see now you don't need to do this anymore. All the game maps are just added to the grid. So what I want to know is what was changed as far as BSP and how we should handle the use of it. As well as how this affects making terrain. I have no problem making an entire level out of meshes but for some weird reason I like to use a little BSP now and then :p
Previously a large outdoor map would be a big subtraction with terrain in it and any structures would be additives or static meshes. From what I see now you don't need to do this anymore. All the game maps are just added to the grid. So what I want to know is what was changed as far as BSP and how we should handle the use of it. As well as how this affects making terrain. I have no problem making an entire level out of meshes but for some weird reason I like to use a little BSP now and then :p