manhuntworld Posted September 5, 2010 Report Posted September 5, 2010 Hi guys, going to be working on a Mod soon, its basically going to be a sandbox style mod using UDK but what I need to know as the level design or your recommendations is for the buildings in the level, should I be creating them in the editor using the builder brushe with custom some custom geometry editing to make the buildings or should i create the actual model in 3ds max and import it as a static mesh? baring in mind that most of these building are going to be interactive, so the player will be using them for cover and just generally walking around inside the environment. any advice on this would be greatly apprieicated thanks. Quote
AlexM Posted September 5, 2010 Report Posted September 5, 2010 if you take a look at the example map that comes with UDK you can see that a huge portion of it is static meshes. It should give you a pretty good idea. Quote
manhuntworld Posted September 5, 2010 Author Report Posted September 5, 2010 Yeah i thought as much. well guess i better get modelling then lol. cheers. Quote
sarge mat Posted September 5, 2010 Report Posted September 5, 2010 Yep when it comes to Unreal BSP not not visible that often. Its all about using mesh's to make bigger structures. Quote
Aalexanderrr Posted September 5, 2010 Report Posted September 5, 2010 It highly depends on a style you are going for. If you are doing something simplistic, correct choice would be BSP. If you want something complicated, go for Static Meshes although I'd say brushes with good normal \ shiny mapped textures would look the same for the most part. Quote
Steppenwolf Posted September 6, 2010 Report Posted September 6, 2010 Take a look at the modular set that Minotauro was working on. That's the future. The example maps in UDK look good but they are a few years old now and you can tell the heavy use of meshes was something new for them. Too many tiny meshes in odd sizes and shapes. If you go that same route it will cost you much more time. Quote
manhuntworld Posted September 7, 2010 Author Report Posted September 7, 2010 thanks for the input guys. it really helped me Quote
Serenius Posted September 7, 2010 Report Posted September 7, 2010 Always, always, always build as much as you can in BSP while prototyping, and replace as much of that BSP as you can with static meshes once you're done polishing gameplay and have moved to the visual passes. Quote
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