OK, so I got myself the Zanzibar map after it was extracted from Halo 2 XBOX,
and I figured it would be cool to port it to UDK so that I could play it on my PC
or maybe even iPhone.
I got it running in 3DS Max and fixed up a few problems with inverted UVs and
various geometry errors to get it up to par with the original.
The problem is the map is comprised of one HUGE bsp mesh with a few instanced
static meshes here and there and all texture mapping work done in ONE Multi/Sub-object material with 40+ sub-objects.
1) I read that having in excess of 10 multi-subs causes inefficiency because of draw calls, can anyone elaborate?
2) The map has no collisions upon importing to UDK, is there anyway to have UDK automatically generate collisions that match the mesh exactly like Halo 2 Vista's havok does? I dont want to block it out with UDK BSP and definitly dont want to block it out in 3ds max primitives.
3) When I import this map into UDK as a huge "monolithic" static mesh, the lighting created by light mass is very poor, there are barely any shadows, seems very low res. I have a skylight set to a low ambient brightness and a dominant light set to the correct orientation and brightness. Do Huge static meshes not light correctly?
Picture Time, Click to expand to 1080p:
3ds Max scene, with all the maps in Multi-Subobject

Before lighmass lighting vs after (Very poor quality-low res)

and I figured it would be cool to port it to UDK so that I could play it on my PC
or maybe even iPhone.
I got it running in 3DS Max and fixed up a few problems with inverted UVs and
various geometry errors to get it up to par with the original.
The problem is the map is comprised of one HUGE bsp mesh with a few instanced
static meshes here and there and all texture mapping work done in ONE Multi/Sub-object material with 40+ sub-objects.
1) I read that having in excess of 10 multi-subs causes inefficiency because of draw calls, can anyone elaborate?
2) The map has no collisions upon importing to UDK, is there anyway to have UDK automatically generate collisions that match the mesh exactly like Halo 2 Vista's havok does? I dont want to block it out with UDK BSP and definitly dont want to block it out in 3ds max primitives.
3) When I import this map into UDK as a huge "monolithic" static mesh, the lighting created by light mass is very poor, there are barely any shadows, seems very low res. I have a skylight set to a low ambient brightness and a dominant light set to the correct orientation and brightness. Do Huge static meshes not light correctly?
Picture Time, Click to expand to 1080p:
3ds Max scene, with all the maps in Multi-Subobject

Before lighmass lighting vs after (Very poor quality-low res)


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