With multiple sun actors it's a real pain in the ***.
And I take it so that coverting 16 UU thich sheets (floor in this case) to a smesh in the editor isn't a problem?
But it's supposed to be L shaped piece of floor...
In most cases mappers should not be using multiple sunlights for many reasons.
I'm not sure why I continue to see mappers do this, even though on other forums I post the reasons not to.
Many mappers place at least four sunlights facing in opposite angular directions, one as the main sunlight, and at least three others at lower brightness usually to reduce the dark shadows.
This should not be done for multiple reasons:
- The result is multiple shadows being cast in the direction of each sunlight which does not look correct.
- Maps should have as few large radius lights as possible, and multiple sunlights result in multiple map-wide dynamic light sources that can slow down rendering.
- Depending on the Sunlight locations and whether the specific UE2.5 implementation is using real-time dynamic shadows, they will be in the wrong direction and extremely slow due to the multiple large radius map-wide Sunlights.
Personally I use one Sunlight actor, and a combination of ZoneInfo.AmbientBrightness which will more correctly simulate radiosity, and properly placed Light actors with smaller radiuses.
You just have to be careful with Ambient light settings, as CSG, Terrain and StaticMeshes all "brighten" at differing rates in the engine. Terrain, then StaticMeshes, then CSG increase in lighting first.
You can take any CSG Brush and convert it to a StaticMesh, however, it has numerous negative impacts.
- You lose the per-pixel lightmap of CSG surfaces, and get per-vertex lighting instead.
- You end up with a non-optimized SMesh that has unwelded vertices.
- You can't add Smoothing Groups to CSG brushes, so that doesn't carry over to the SMesh conversion.
It is possible to create single complex CSG Brushes, such as the L-Shape that you are requiring.
This can be used for such things as "combining" a group of brushes that comprise a house into one brush for easier map manipulation.
Create the CSG Brush layout that you want. Build. Set the Builder Brush to a larger size that encompasses all of the smaller brushes. Intersect. The result is the Builder Brush assumes the shape of the entire brush set.
The downsides to this are that Intersect/Deintersect often include extra faces that result from where BSP Cuts occur in the map so this operation may have to be done in a separate "construction" area on the map, plus you can't "ungroup" the brush so any errors found later during map design can't be undone.
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