Gah - a solution with more questions. – EntropicLqd

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Page title matches

  • Legacy:Creating Light
    In UT3 adding a basic light is quite simple(Because basically you just need step 1 and 2.). Add Actor - Add Light (point)
    2 KB (295 words) - 22:54, 18 February 2008
  • Legacy:Light (UT)
    {{classbox| [[Legacy:UT|UT]] :: [[Legacy:Actor|Actor]] >> Light}} …is the specification for the Light class. For a general overview of how to light a map, see [[Legacy:Lighting|Lighting]].
    3 KB (407 words) - 23:49, 2 December 2005
  • Legacy:Light
    {{classbox| [[Legacy:UT2003|UT2003]] :: [[Legacy:Actor|Actor]] >> Light (Package: Engine)}} …]] Lighting operation to create Lightmaps. It is the parent class for all light objects, although any Actor has lighting attributes. See also [[Legacy:Ac…
    1 KB (118 words) - 08:02, 7 April 2006
  • Legacy:Light Effects
    … doesnt apply to all versions of the engine. Ok so I added the rest of the light effects and types. Unfortunatly I have no clue what they do I just thought… ; LT_Steady : Normal light. Probably the one you'll use most often.
    9 KB (1529 words) - 15:41, 12 May 2009
  • Legacy:Place A Light
    This tutorial offers the very simple steps needed to add and place a light actor in your map and to see the results of building the lightmap. … with the mouse on the '''exact''' location of where you want to place the light, do one of the following:
    2 KB (422 words) - 18:24, 28 December 2007
  • UE1:Light (RTNP)
    {{UE1:Light (UT)}}
    18 B (3 words) - 16:12, 17 May 2008
  • UE1:Light (U1)
    {{UE1:Light (UT)}}
    18 B (3 words) - 16:12, 17 May 2008
  • UE1:Light (UT)
    The light class.
    915 B (104 words) - 16:10, 17 May 2008
  • UE2:Flourescent Light (U2XMP)
    757 B (81 words) - 16:10, 17 May 2008
  • UE2:Flourescent Light Broken (U2XMP)
    808 B (91 words) - 16:10, 17 May 2008
  • UE2:FT Light (U2)
    260 B (39 words) - 16:11, 17 May 2008
  • UE2:FT Light (U2XMP)
    | parent1 = Light
    1 KB (168 words) - 16:10, 17 May 2008
  • UE2:Light (U2)
    The light class.
    1 KB (158 words) - 16:11, 17 May 2008
  • UE2:Light (U2XMP)
    The light class.
    1 KB (146 words) - 16:11, 17 May 2008
  • UE2:Light (UE2Runtime)
    The light class.
    1 KB (152 words) - 16:10, 17 May 2008
  • UE2:Light (UT2003)
    {{UE2:Light (UT2004)}}
    22 B (3 words) - 16:12, 17 May 2008
  • UE2:Light (UT2004)
    The light class.
    1 KB (149 words) - 16:11, 17 May 2008
  • UE2:Vehicles.FT Light (U2)
    | parent1 = Light
    2 KB (191 words) - 16:11, 17 May 2008
  • UE2:Weapons.FT Light (U2)
    | parent1 = Light
    2 KB (191 words) - 16:11, 17 May 2008
  • UE3:Light (UT3)
    Abstract Light ===Property group 'Light'===
    2 KB (195 words) - 14:40, 23 May 2008

Page text matches

  • Legacy:Actor/Collision
    …apons fire to travel through a mesh. Additionally, this setting will allow Light to travel through a mesh. Lights with bCorona set to true will still be bl…
    7 KB (1068 words) - 01:17, 2 June 2009
  • Legacy:Actor/Display
    ; bool bUnlit : [[Legacy:Light|Light]]s don't affect actor. It will be at full brightness.
    5 KB (778 words) - 08:29, 30 July 2005
  • Legacy:Actor/Events
    …cludeTag[8] : Multipurpose exclusion tag for excluding [[Legacy:Light (UT)|Light (UT)]]s, [[Legacy:Projector|projector]]s, rendering actors, blocking weath…
    522 B (67 words) - 18:59, 13 November 2002
  • Legacy:Actor/Lighting
    …properties allow any actor to cast light, in particular the [[Legacy:Light|Light]] actor. However, most of the LightEffect settings don't work in game UT2… This property group determines the colour of the light. For examples of settings, see [[Legacy:Colors|Colors]].
    5 KB (706 words) - 20:56, 17 October 2009
  • Legacy:Actor
    …coration|decoration]]s, [[Legacy:Bot (UT)|Bot (UT)]]s, [[Legacy:Light (UT)|Light (UT)]]s and [[Legacy:Triggers (UT2003)|Triggers (UT2003)]]. This is an imp… * [[Legacy:Light|Light]]
    5 KB (571 words) - 09:50, 7 October 2009
  • Legacy:Actor Properties Window
    …[Legacy:Actor/Collision|Actor/Collision]] are not used with [[Legacy:Light|Light]] actors. These common properties are explained on the [[Legacy:Actor|Acto… …You're better off making a subclass if you want to attach a [[Legacy:Light|Light]] to a [[Legacy:Mover|Mover]] and have the map work properly in network pl…
    6 KB (1011 words) - 16:59, 3 November 2005
  • Legacy:Aedis/TableOfContentsMockup
    : ''Subtopics as necessary:''<br />"Light Masterclass/Coronas''"<br />"Light Masterclass/Reducing Framerates"<br />"Bot Support/Defense"<br />"Bot Supp… * [[Legacy:Object|Class Reference]] ([[Legacy:Light (UT)|Lights]], [[Legacy:Brush|Brushes]], [[Legacy:Decoration|Decorations]]…
    5 KB (695 words) - 04:26, 26 April 2002
  • Legacy:Actor Class Hierarchy
    +- [[Legacy:Light|Light]] >>
    19 KB (2280 words) - 11:05, 19 May 2007
  • Legacy:Actor Overview
    …e two groups set the light-emitting properties of the actor. This includes light colour, brightness, effects and fog. See [[Legacy:Actor/Lighting|Actor/Li…
    6 KB (889 words) - 16:46, 20 September 2008
  • Legacy:Adding Polish To Maps
    …door frames) make them look good and give you a place to stick an overhead light. See [[Legacy:Making Arches|Making Arches]].
    8 KB (1474 words) - 05:01, 10 May 2006
  • Legacy:Actor (UT)
    …cy:Decoration|decoration]]s, [[Legacy:Bot (UT)|bot]]s, [[Legacy:Light (UT)|light]]s and [[Legacy:Triggers (UT)|Triggers (UT)]]. This is an important class … * [[Legacy:Actor (UT)/Lighting|Actor (UT)/Lighting]] and light color
    3 KB (465 words) - 07:50, 7 April 2006
  • Legacy:Actor Class Hierarchy (UT)
    +- [[Legacy:Light (UT)|Light (UT)]]
    19 KB (1790 words) - 06:29, 28 May 2007
  • Legacy:Actor (UT)/Advanced
    …ectional, but [[Legacy:Trigger|Trigger]]s and ordinary [[Legacy:Light (UT)|Light (UT)]]s are not.<br />'''Tip:''' Set this to ''True'' for brushes (includ…
    8 KB (1304 words) - 22:31, 18 April 2006
  • Legacy:Actor (UT)/Lighting
    …t's often useful when testing Triggers to make them cast a small circle of light so you know where to walk to activate them. This property group determines the colour of the light. For examples of settings, see [[Legacy:Colors|Colors]].
    6 KB (943 words) - 21:03, 31 October 2003
  • Legacy:Adding Sunlight
    …roperty which confounded me for about an hour making my first terrain. The light from a Sunlight ''will be blocked by the main subtracted brush itself unle… …l also want to rotate it so the arrow points in the direction you want the light to shine. ''Note:'' in later builds of UT2003, the "eagle-head" icon as se…
    5 KB (877 words) - 15:23, 27 December 2006
  • Legacy:Alam GBC
    …ou have an old (maybe ISA?) network card), or maybe the cable is in wrong (light go on all the time when this haps), oh you misspelled floppy wrong, you kn…
    4 KB (706 words) - 15:46, 30 June 2003
  • Legacy:Apply Texture
    …Legacy:Subtract A Space|Subtract a Space]], [[Legacy:Place A Light|Place a Light]] then [[Legacy:Place A Playerstart|Place a Playerstart]].
    4 KB (658 words) - 23:19, 27 November 2006
  • Legacy:Alpha Channel
    …' want transparent is now selected. Take your floodfill tool and select a light colour (the lighter the colour, the less transparent the pixel will be). F…
    9 KB (1500 words) - 15:31, 12 September 2009
  • Legacy:ASE File Format
    …d'''. '''Block''' contains information about the scene, animation, ambient light, background color. See '''''Scene Identifiers'''''. …ENT_STATIC ''red'' ''green'' ''blue'': '''ignored by UnrealEd'''. Ambient light color and brightness. The three variables are floats between 0.0 and 1.0.
    22 KB (3133 words) - 08:33, 3 September 2009
  • Legacy:Aradd
    '''Colormatch: Light Blue'''
    3 KB (429 words) - 14:24, 6 August 2004

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