If making statics from BSP you will need to use BSP sheets and see to it that "two-sided" is disabled (or something like that) in the texture flags. This should leave you with a one-sided sheet with nothing on the other side. Piece these together to make static meshes.
For the situation you describe with the rubble, a collision/blocking volume first would be best otherwise the game will check all tris for collision. This is the disadvantage to making BSP->SM as opposed to making it in a 3D application, as there you can create a karma collision thereby optimizing the mesh.
For the situation you describe with the rubble, a collision/blocking volume first would be best otherwise the game will check all tris for collision. This is the disadvantage to making BSP->SM as opposed to making it in a 3D application, as there you can create a karma collision thereby optimizing the mesh.
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