|
|
|
|
|
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.<
br>
|
|
|
|
HardwareBrush |
|
|
|
|
|
Licensees can log in.
Interested in the Unreal engine? Check out the licensing page.
Questions about UDN itself? Contact the UDN Staff.
|
|
|
|
|
|
|
|
|
Last updated by Vito Miliano (UdnStaff), for document creation. Original author was Vito Miliano (UdnStaff).
- Hardware Brushes (aka Static Meshes)
- Overview
- Building Hardware Brushes
- Caveats and Notes
Hardware brushes are Warfare's most important primitive. They're hardware-accelerated, instanced geometry. This means that you build one generic object, place it in your level once, and no matter how many scaled and rotated additional instances you have, it's only in memory once, or something.
A more complete description should be put here by a level designer. I suck at explaining this stuff.
The best way to build a hardware brush is using a traditional 3D modeling application. Remember, they can be high-poly, large and detailed objects, and a good modeler can probably produce better content of that regard than a dyed-in-the-wool low-poly level designer. The WorkFlow document covers this more, but the idea is that a modeler and a level design work together to build the primitives the LD needs, in the most efficient fashion.
You can also convert BspBrushes into hardware brushes, but ConvertingBspBrushesIsSuboptimal. Don't do it if you can help it.
The HardwareBrushesTutorial is a comprehensive tutorial on working with hardware brushes.
How lighting works on hardware brushes is covered in the LightingTutorial, while cube maps and environment maps are covered in the MaterialTutorial, as they are functions of the material (shader) system.
Movers are hardware brushes that move. They're used for things like doors, elevators, etc. Their construction and use is detailed in the MoversTutorial.
There's no level of detail on hardware brushes, not even discrete LOD. This is by design. Read NoLodOnHardwareBrushes to find out why.
And in case you missed it, remember that ConvertingBspBrushesIsSuboptimal.
|
|