thanks
I want to add something,the big problem is, since UT2k3 engine is more advanced then the N64 one, some effects cant be reproduced exactly, for windows/ reflections/ mirrors/ etc.
N64 draw each part in separated parts, so mirror effects are simply the level re-copied mirrored below the original. and even if there is something below (another room) it wont cut it since this part wont be loaded until you reach this part and at this time, the other one will be unloaded to clear the memory.
that's why the exterior part won't look actually 100% as the original, some part don't fit if everything would be loaded, look at this pic (from original game):
this one show the diff between both interior and exterior, the top one in out, the other one is inside.
now look like what it look like from the top view, (same here, top part is outside, 2nd is inside)
you can see that from the exterior part, the building seems in right lane but from inside, the 2nd part of the offices are at 45 degrees from the 1st part.
and now what it looks like when we put both of them one on the other:
see that it doesn't fit at all. that's the proof that due to both engine, perfect copy is impossible, but I'll try to work with that, since all the interior is done to fit, I'll change the exterior to make it looks better and not to screw up the interior
that's all I wanted to say
EDIT: Yes, I'm using static meshes, that's what I did for the tables, PC, etc. It's simple, I just had to do the thing I want (let's take the table) , do it the good size, put good textures on it and all the stuff in normal add/subbstract meshes, after everything is done, just have to select all I did and select Convert -> to Static Meshes , put it in a package, deleted the brush that were used to make it, put the new static mesh at the good place, scale it if needed, compile, save the package, save the map, and get ingame
simple!