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Please take note! For mod developers working with Unreal Tournament 2003, this documentation is meant to be a starting point for your own explorations into UT2003, not a definitive guide. There will be differences between the documentation here and the product in your hands, and you may have to figure out quite a bit for yourself. Check out the Unreal Tournament 2003 page in the Unreal Powered area for links to community sites if you're having problems. UDN is a licensee support site, and cannot provide technical support or game-specific assistance to end users.
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BspBrush |
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Interested in the Unreal engine? Check out the licensing page.
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BSP Brushes
Last updated by Vito Miliano (UdnStaff), for document creation. Original author was Vito Miliano (UdnStaff).
BSP brushes are regular subtractive geometry, and are the fundamental primitive of the Unreal engine.
A more complete description should be put here by a level designer. I suck at explaining this stuff.
Building BSP Brushes
BSP brushes are used to define the space a level takes up, to provide basic "shell" structure for buildings, to mark physics volumes, and to mark antiportals for occlusion. BSP brushes themselves do not occlude.
You can also convert BSP brushes into HardwareBrushes, but ConvertingBspBrushesIsSuboptimal. Don't do it if you can help it.
The BspBrushesTutorial is a comprehensive tutorial on working with BSP brushes.
How lighting works on BSP brushes is covered in the LightingTutorial, while texturing is covered in the MaterialTutorial.
Physics volumes, defining collision, gravity, velocity for wind or moving water, ladders, etc., are explained in the VolumesTutorial.
Antiportals and other occlusion definition methods are detailed in the LevelOptimization guide.
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