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Unreal Tournament III Tips
This information is provided by DGUnreal. Please do not copy this and post it
elsewhere.
CSG (Constructive Solid Geometry)
Be sure to optimize CSG Brush layout so that the minimal number of surfaces and triangles
are created. One method is to make sure that all brushes line up on their edges
where possible, which reduces T connections that will force the engine to put in a split
in the geometry at that location to remove the T.
For surfaces that will never be seen by the players but may provide occlusion
capabilities, set the surface Material to be EngineMaterials.BlackUnlitMaterial.
This reduces the texture rendering time of those surfaces. For example, the
checkerboard DefaultMaterial is 53 instructions and 2 textures, whereas BlackUnlitMaterial
is 2 instructions and 0 textures.
Total map file size can be improved by properly optimizing the CSG Brush surface Lightmap
settings. For surfaces that are not visible from the play area, set the Lightmap
Resolution to 65536 and also uncheck the Accept Lights, Accept Dynamic Lights, and Force
Lightmap options if possible.
Lightmap anomalies that occur on CSG triangle edges usually cannot be avoided. These
are most noticeable as slight variation in the surface shadow where it is cast across a
CSG triangle edge as viewed in Wireframe mode. You may try submerging additional
brushes into the surface area to change where the edges are occuring. The best fix
is to overlay StaticMeshes onto the visual issues or modify the lighting in that area.
CSG brush layouts that are causing BSP Errors, HOMs, Invisible Collision Hulls, etc., can
usually be fixed by simply changing the brush order in the offending region. There
is no need to ever delete and re-create a brush to fix a brush BSP Error. A delete
and re-create is essentially the same thing as right-clicking and choosing Order -> To
Last, but with more work since a delete and re-create requires you to redo the Material
assignment and surface UV mapping.
The final constructed triangles can be viewed in the Wireframe mode. This is not to
be confused with the Brush Wireframe mode that displays the Add and Subtract brushes.
The Wireframe mode also shows the backface and triangle occlusion.
The CSG Lightmap usage can be seen in the Generic Browser Primitive Stats tab. Each
Model Component Type is a group of CSG Brush surfaces that share a lightmap area.
The Lightmap (kbytes) column shows the number of kbytes used by each Model
Component. Double-click on any Model Component row to highlight it in the viewport.
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