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Old 02-01-2004, 09:11 AM   #1
pengwinzz
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Bsp

I have a large map that has quite a lot of bsp in it (too much probably) when I try and build the map it goes through the build geometry process working it’s way through each brush, when it gets past the last brush unrealed just closes itself (it doesn’t give an error message it just closes itself), removing a significant number of bsp brushes allows the map to build successfully but this has an obvious downside.

I doubt there is much that can be done regarding the above problem other that removing bsp, but I thought it would be worth asking if there are any other solutions just in case? (hoping that ut2004 can support more bsp is probably just wishful thinking)


If there is a bsp face that is hidden because it is next to another bsp face, does the engine still see it when the map is built and at runtime, or does it ignore it?

Is there anything that can be done to unnecessary bsp faces so that they are ignored/removed?
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Old 02-01-2004, 10:56 AM   #2
Heisher
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If the cause of shutting down is the fact you've got a lot of BSP, you really must have an awful lot. How many brushes do you have incidentally?
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Old 02-01-2004, 11:59 AM   #3
Raffi_B
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It's not because of too much BSP. It is because of some wierd bug. Try copying/pasting all the actors in the map and saving them in a new map, then rebuilding. Or, move everything over a bit (1024 UU or so) and see if that helps. Also try going to the rebuild options window and setting the "Minimize Cuts <-> Balance Tree" slide bar all the way to the right. This will reduce BSP polys, but might increase the chance of BSP holes.

Hope this helps.
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Old 02-01-2004, 02:09 PM   #4
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you could try to rebuild the map in wireframe mode only. Change the rendering viewport temporary to wireframes. That helped for the old editor when it crashed during rebuild. I don't know if this will help in your case but at least its no pain to try it.
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Old 02-03-2004, 10:02 AM   #5
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thanks for those suggestions i’ll try them out
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Old 02-04-2004, 07:14 AM   #6
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I don't know about you guys, but I had the exact same problem. It moved me to taking a long break from UnrealEd and learning to model, so that I could do all my detail work in Static Mesh, and work with as few BSP brushes as possible. I had someone else test my map that was having the problem, and they expericed the same thing. I thought it was just because there was a finite number of BSP brushes you could have before the UnrealEd said "Screw you guys, I'm going home!".
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