I'm a doctor, not a mechanic

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  • ...ul when a topic shares a name with a term, such as [[Legacy:Actor Overview|Actor Overview]]<br />"<i><topic></i> Basics" &ndash; Entry-level tutorial to the ...iggers]], [[Legacy:NavigationPoint|Navigation Points]], and other [[Legacy:Actor|Actors]])
    5 KB (695 words) - 22:26, 25 April 2002
  • ...difficult to make a really beautiful looking level. Using a healthy mix of lighting and shadows will add lots of atmosphere to your level. '''Tarquin:''' there are several tip pages: "Lighting Tips" (now deleted), [[Legacy:UnrealEd Tips|UnrealEd Tips]]. Some of this p
    8 KB (1,474 words) - 07:52, 24 August 2022
  • [[Legacy:Add An Actor|Add an Actor]] >> [[Legacy:Light|Light]] >> [[Legacy:Sunlight|Sunlight]] to your level. ...ettings for the Sunlight are a little dim, so you may want to increase the lighting brightness & play with the color if you want.
    5 KB (877 words) - 09:23, 27 December 2006
  • # [[Legacy:Add An Actor|Add an Actor]]>>Info>>[[Legacy:ZoneInfo|ZoneInfo]] to the subtracted space (doesn't real ...rain Mode]]. Make the terrain 128x128 in size. Place the new TerrainInfo actor in the center of the subtracted space. (note that by using the Terrain Too
    16 KB (2,720 words) - 05:56, 2 July 2006
  • ...need an extra effect; the NaliCowPoop itself. It will have to be an extra actor class with it's own code. | colspan="12" style="text-align: center" |* &ndash; ''A NaliCowPoop actor should be spawned during this behavior.''
    67 KB (8,400 words) - 21:20, 3 February 2006
  • It's been awhile since I've done anything on the Wiki, so I thought I'd share something with you. A Nice, little Rant. And it act ...elete (I think. I know they can't be modified really in game.) Any regular actor set to DT_StaticMesh can serve the same purpose though, setting them to sta
    14 KB (2,592 words) - 14:30, 25 August 2003
  • ...omes I'll try to recruit some people for the beta testing both here on the wiki and on BeyondUnreal Forums. (as much as I dislike forums) ...opmost element in the heirarchy holding the ship-specific data, the "ship" actor itself will store ship-specific data and handle the camera and such. It wil
    130 KB (23,327 words) - 12:37, 2 September 2005
  • simulated function Initialize( actor A, actor B, optional bool bIsSlave ) ...ficult to do. (However, I would question the value of constraining a Karma actor rigidly to the world, since then it wouldn't be able to move or rotate at a
    177 KB (31,705 words) - 04:34, 28 May 2005
  • ...g what's already written (although a new slant on things is often good). [[Wiki:LinksAreContent]]. * The class pages. For example, a list of "Tutorials which use this actor"
    8 KB (1,358 words) - 14:24, 21 January 2006
  • ...cs on foo", some are "Foo topics" and some are just, eg, [[Legacy:Lighting|Lighting]]. Do we need to standardize and how? ...rent (for example, search on the keyword 'Actor' and see how sub-topics of Actor are indented under the main topic.
    4 KB (728 words) - 18:02, 20 January 2006
  • * Static Meshes use vertex lighting. To use lightmaps on static meshes, they must be "baked" onto the mesh's te ...the deal with hardware brushes? Here's a [http://c2.com/cgi/wiki?HowToVote Wiki poll]... to vote, edit this page and increment your choice's count by 1. BT
    12 KB (2,108 words) - 13:05, 19 June 2003
  • ===Current Coding Projects (wiki-related)=== native(277) final function Actor Trace
    9 KB (1,400 words) - 13:16, 28 August 2007
  • This is the hub page for anything about lighting in maps. ...t]] actors in the map, [[Legacy:Rebuild|rebuild]] and the map is lit. Good lighting is an essential part of a map's atmosphere.
    4 KB (657 words) - 18:08, 11 May 2015
  • '''Tarquin:''' page duplication with [[Legacy:Actor (UT)/Lighting|Actor (UT)/Lighting]] &ndash; sort of. How much has changed form UT to UT2003? ...bout I move the list & images from [[Legacy:Actor (UT)/Lighting|Actor (UT)/Lighting]] to here?
    9 KB (1,529 words) - 09:41, 12 May 2009
  • ...me that the fog would make them completely black, too, dependless of their lighting or brightness. After this disappointment, I tried experimenting a bit. ...Ok, go ahead. Rip it apart. Oh, and if some vet could check the format of Wiki Markup on this page...?
    6 KB (1,097 words) - 22:01, 28 January 2004
  • {{classbox| [[Legacy:UT2004|UT2004]] :: [[Legacy:Actor|Actor]] >> Mover (Package: Engine)}} A [[Legacy:StaticMesh|StaticMesh]] actor that can move between predefined key positions and rotations.
    22 KB (3,499 words) - 15:07, 6 March 2016
  • | style="text-align: center" |[[Niaht/Wiki ChangeLog |Wiki ChangeLog]]
    9 KB (1,471 words) - 22:48, 22 June 2002
  • ...inal Fantasy 7" meets "DS9" (and it worked quite well). Involved Triggered Lighting, Movers, and some tricky CSG modeling of Jenova. Wish I had 3DsMax back the ; An Advanced Turret Actor: Damageable sections, damage distribution, hit modifications, shield abilit
    5 KB (724 words) - 00:28, 18 May 2006
  • ..."Process" Create a Room. I realize this is a longstanding argument on this WIKI. If you disagree with my logic, Tarquin, simply delete my comment here and ...is that right? I appreciate someone's efforts to ridgidly adhere to this Wiki language style, but I think it's not graphic enough and makes more sense to
    12 KB (2,111 words) - 19:04, 9 July 2006
  • ...console. Now walk around and watch the shadows change to reflect the local lighting. Weeee! ...] FOV. Without this there would be potential for enormous cpu load when an actor got too close to a light and the FOV of the shadow projector aproached 180,
    19 KB (3,244 words) - 11:35, 10 July 2004

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