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Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/
If you're having trouble take a look at some of the official TW-made maps to see how they do BSP (yellow and blue lines). Keep practicing with it and one day you will only get BSP errors some of the time if you're lucky.
Is that object all bsp ? If i were you i would make the basic cube shape out of bsp then add the corner stones on as static meshes, there probably already are static meshes for corner stones in the existing packages. If not then its not too hard to make a simple cube shape out of bsp converted to static meshes.
semi solids are essentially an added brush that doesnt cut the BSP brushes around where its added. A cut is one additional polygon to render so adding brushes without making cuts = cheaper to render.
there are a few don'ts tho:
Dont subtract from semi solids
Don't have semi solid brushes overlap eachother
Don't have multiple semi solid brushes on the exact same spot as this _will_ cause BSP problems
Also, if you make a bunch of semi solids and get a HOM in your map switch over to zone/portal view and track down what causes the HOM and simply make the semi solid solid again.
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