Dr.Flay wrote: ↑
Wed Oct 16, 2019 4:28 am
To get UT maps to open in Unreal and Unreal maps in UT, you need to make sure both have the ported missing files.
For example Unreal needs one of the ported Botpack.u
for a full description and links.
There may be some hope left after all. Thank you!
That actually worked, and I was able to open and rebuild the map in UEd2.1, especially since it appears that UEd2.1 no longer has the 65k node limit.
Having that said however, now there's a different kind of problem: UEd2.1 is always generating the same amount of nodes and not optimizing the BSP at all, no matter how I build it or the settings I apply (this honestly seems like a UEd2.1 bug), which leads to 2 main problems:
1. The node count stays over the 65k, instead of going down to the expected 45k-50k range post-optimization, which means I can no longer open it or play it in UT (at least in UEd2.0, where I tried).
2. The semi-solids now have occlusion bugs (disappearing surfaces): this only happens in UEd2.0 if you build the BSP in an unoptimized fashion (Build BSP button), however doing an optimized build fixes all of them (Build All button).
In UEd2.1 on the other hand, it doesn't matter how I build it (Build BSP or Build All), and it doesn't matter which values I apply in the BSP sliders, it always ends up building everything in the exact same way.
One thing I noticed, is that apparently UEd2.1 is trying to optimize first, and build afterwards, whereas UEd2.0 builds the BSP first, and optimizes it afterwards, so maybe the order of processes is switched leading to this bug, or maybe that was done on purpose and there's some other bug somewhere in the newer editor.
So... is this a known problem? Has it already been fixed in some way?