I'm working on Skyhook at the moment. It's got zero BSP... all static meshes (and non static meshes, of course)
You import it by going into your "Generic Browser" (where all materials, meshes, etc are kept) and clicking file -> import.
It looks for static meshes in ASE format. If you have Max -- you can use the built-in export command.
If you have Maya -- you can pick up ActorX and make an ASE file using the axmesh MEL command I believe.
**If you want to do animations in Max, you'll need ActorX too -- but not just for static meshes...**
Make sure to check out Hourence's Tutorial
http://hourences.com/book/tutorialsue3modeling1.htm
He explains how to use per-poly collision, and how to make your own collision models if you wish to not use per-poly. {He also explains with pictures how to import Static Meshes}
I don't think ANYTHING in UnrealEngine3 has any form of "sealed world rule" or anything stupid like that. Collision can have open edges, etc. If you see infinity -- you just see a Hall of Mirrors artifact -- whoopdie do.
Per-Poly collision is typically fine for testing purposes... and typically runs well enough even for some final builds. Making collision meshes with lower polycounts is always a smart idea though... no need to waste performance for nothing.
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