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Unreal Tournament III Tips
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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.


0807.14 · 6964 page accesses · Copyright ©2008 David R. Green · All Rights Reserved.