Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

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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
  • ...scribed with less overhead than the methods described above. Just place an actor, set itt's DrawType to DT_Sprite, and assign an appropriate texture to it's One thing I couldnt figure out is why textureloop lighting emitting from the nonsolid worked in Ued2 but not in UT.
    15 KB (2,692 words) - 03:35, 9 October 2003
  • {{classbox|[[Legacy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Triggers (UT)|Triggers (UT)]] >> Trigger (Package: Engin {{classbox|[[Legacy:UT2003|UT2003]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Triggers (UT2003)|Triggers (UT2003)]] >> Trigger (Package: En
    15 KB (2,383 words) - 15:07, 4 September 2014
  • ...em" can include something as simple as a lift Mover activated by a Trigger actor, or something as complex as a lever Puzzle, like the example linked to from ...p to the level designer to familiarize themselves with the nuances of each actor that can be used in their desired Trigger System design.
    35 KB (5,637 words) - 09:31, 26 March 2015
  • ; [[Legacy:Actor|Actor]] : object in three-dimensional virtual space ...s, see [[Legacy:Bot Support|Bot Support]]), objects, and numerous [[Legacy:Actor|actors]]; the AI is responsible for realistic, or, intelligent, behavior of
    28 KB (4,193 words) - 10:25, 17 June 2007
  • * [[Legacy:UnrealEd Interface|UnrealEd Interface]] &ndash; articles on the Wiki should explain as they go, but here we have the full reference for working Using textures, lighting, materials.
    16 KB (2,421 words) - 17:36, 14 February 2008
  • ...acy Troubleshooting]] for other FAQ or troubleshooting pages on the Unreal Wiki. ...ortal). If this is not the case, it can often be resolved by copying every actor and pasting it into a new file. Note that unrealEd offsets everything when
    20 KB (3,360 words) - 06:39, 12 April 2012
  • ...sole Commands, and delete from this page. If not present elsewhere on the wiki, then this page is not fully obsolete. ...class=<classname> : During game play, edits the properties of the nearest actor belonging to that class. Cool for debugging.
    11 KB (1,660 words) - 13:12, 27 April 2006
  • {{classbox| [[Legacy:UT2003|UT2003]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Inventory|Inventory]] >> Weapon}} ; function SetAITarget(Actor T) : AI function. Determines who the bot should be aiming at.
    19 KB (2,695 words) - 14:36, 8 August 2006
  • {{classbox|[[Legacy:UT|UT]] / [[Legacy:UT2003|UT2003]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Info|Info]] >> [[Legacy:ZoneInfo|ZoneInfo]] >> WarpZoneInfo ( ...rocket actors spawned on firing actually did collision detection with the actor which spawned them.]]
    24 KB (4,181 words) - 18:54, 5 February 2009