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- In UT most cases maps are divided into Zones to achieve different behaviour of [[ ...rlapping) performance will most likely be hurt. There is another way. In UT you should use [[Legacy:LocationID|LocationID]] to override Zone location n3 KB (441 words) - 10:05, 14 May 2015
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- ...s) needed to be kept to a minimum. For more on changes from the Unreal and UT generation of the engine, see [[Legacy:Occlusion Changes For UnrealEngine2| * Zone Your World: [[Legacy:Zoning|Zoning]] , [[Legacy:Zoning (UT)|Zoning (UT)]]21 KB (3,652 words) - 12:43, 30 July 2007
- ...ical effects such as water, gravity, etc: see [[Legacy:Zoning (UT)|Zoning (UT)]]. These are now made with [[Legacy:Volume|volume]]s. In summary, zones ar6 KB (1,018 words) - 10:04, 14 May 2015