I’ve pretty much finished prototyping my levels using the BSP, now I’ve been trying to get “down and dirty” (so to speak) and do more of the detailed level designs in either Maya LT or Blender. I’ve been learning them both, but I’m thinking I’m going to end up with Maya. I’ve been an Autodesk customer ever since 3D Studio MAX R2. (Actually began using their products when it was just 3D Studio 4 LOL!) Anyway–To the point:
I’ve created a simple hallway section to import and test, and when I try to play it, I have no collisions–well that is to say the entire hallway is a collision. One big box around my entire mesh. Am I going to have to now go through and essentially design my levels twice (once with the geometry, and a second time for custom collision data?) If so, I’m really annoyed. There has to be a better option. I’d rather stick with the performance hit and build once with BSPs then have to create my level information, then go back through and recreate everything again as collision data.
Please tell me I’m misunderstanding something somewhere. This just doesn’t seem logical. Why can’t UE use my imported poly information as collision information? If I build it, naturally I don’t want anything to go through it. (Except for special occasions, and in those cases I’m more than happy to add special geometry.)
P.S. I’ve been searching for good answers to this for so long I probably could have had a whole game produced in just the time I’ve been trying to convert my workflow over to using external meshes…