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Post tutorial Report RSS Advanced BSP Manipulation - Building a 90º Corridor

A set of 4 Video Tutorials each for a different BSP manipulation method, the first 3 videos are in an Addictive world and the last one in Subtractive world.

Posted by on - Basic Mapping/Technical

Above are 4 videos each for a different BSP manipulation method, the first 3 videos are in an Addictive world and the last one in Subtractive world.

You can view the videos in HD (Higher resolution) in my Exposure Room profile, YouTube profile or even better follow the Download links here so you can keep the videos.






Keep in mind that all videos have no audio so they require basic knowledge of UnrealED user interface and as well some basic tasks like understanding the use of the BSP brush tools.

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holloweddarkness
holloweddarkness - - 67 comments

I don't know why you would want to do this when the creators of UnrealEd recommend to use 3D meshes as much as possible instead of BSP geometry. but whatever floats your boat.

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ITC_tempus Author
ITC_tempus - - 29 comments

In part thats true but if well used BSP can still be a life saver to those who dont know how to 3D model besides if you know how to use BSP at its finest you still can do great maps, if you look at UT3 Community there is still plenty of high quality maps made only out of BSP which the community call Old School also these maps are almost all the times way less processor and graphics consuming because inspite of being made out of BSP they have way less Polys than the average static mesh so in most cases is a question of balance.
Nowadays I use more static meshes than BSP but I have find out that mostly new UnrealED mappers dont have much knowledge in BSP manipulation so after some requests I made these videos. I hope you people find them useful.

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SinKing
SinKing - - 3,119 comments

It's an "additive" world, not an addictive. No crack and heroin in UnrealED!

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ITC_tempus Author
ITC_tempus - - 29 comments

Lol, Sorry for the typo, I tried to fix it but it wont let me because content that is connected with Desura cant be edited unless I contact the staff, I think.
Thanks to warning me :)

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SinKing
SinKing - - 3,119 comments

Seems to me you are addicted to BSP, though ;).

You're right about using it. Even if it's just one part of the mapping you can pretty much do anything with it. A mapper, who doesn't use BSP can't make balanced maps, imho. If you use only BSP the maps look like in UT2004 - which isn't a bad thing at all. However, I'd use it to prototype a map and see with how few 3D meshes as possible I can build the map.

Thanks for sharing those vids! Maybe the "Unreal" group could form a tutorial group, so the entire mapping process is represented on Moddb.

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ITC_tempus Author
ITC_tempus - - 29 comments

I like your idea of the Unreal Tutorial groups, I can share more stuff such scale charts, more BSP Tutorials, various methods of converting a BSP group into a Static Mesh, I even have made a small Tutorial of how to do a looping with BSP. HEHE

Yeah mostly BSP maps are more old school, I put into 3 categories.
-Only or mostly BSP resembles UT99
-Balance between BSP and Static Meshes resembles Ut2004.
-Mostly or only Meshes is like UT3

But in my last maps I have done a package made of modular Static Meshes which will allow to do countless combinations in order to creates structures.

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ambershee
ambershee - - 865 comments

This is a great tutorial and is an excellent demonstration of workflow using brushes. The only catch really is that they would never light properly and always look awful - but in older Unreal engines, this isn't quite the same :)

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ITC_tempus Author
ITC_tempus - - 29 comments

Thanks for the feedback.
About the bad light in BSP I know what you mean but that normally happen more often with curves which I rarely use because I prefer instead to jump right into max and do a quick curve mesh but there is a catch you can use BSP manipulating to do a curve such in this tutorials and then convert into a mesh which will light without problems.
Also there is a trick with bad BSP lights in the geometry cuts, is to tweak the light maps size until it gets a smooth light.

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holloweddarkness
holloweddarkness - - 67 comments

The only problem I have with static meshes right now is that I don't know how to hand make collision data for convex meshes. the auto generate convex collision works but if i could do it by hand, I could make the collisions much more efficient. I know there is a way to do it when you export it with a naming scheme but the tutorials out there are not very specific about it.

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ITC_tempus Author
ITC_tempus - - 29 comments

Yeah the best way to do hand collision is when exporting from a 3D package because the auto convex tools are not very accurate in more complex meshes.
So the best way is to do accurate collision without using a 3D modeling program or in other words inside the Editor is simply add Blocking Volumes in the places where the meshes are placed but this method wont work with movable stuff.

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