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  • ==Units & Scale == An arbitrary scale is used for game programming because the scale may change. One game may be an FPS, while another may be a space sim with s
    19 KB (3,048 words) - 04:14, 24 September 2007
  • #REDIRECT [[UE1:Object structs (RTNP)#Scale]]
    93 B (10 words) - 10:10, 17 May 2008
  • #REDIRECT [[UE1:Object structs (U1)#Scale]]
    89 B (11 words) - 10:10, 17 May 2008
  • #REDIRECT [[UE1:Object structs (UT)#Scale]]
    89 B (10 words) - 10:11, 17 May 2008
  • #REDIRECT [[UE2:Object structs (U2)#Scale]]
    89 B (11 words) - 10:11, 17 May 2008
  • #REDIRECT [[UE2:Object structs (U2XMP)#Scale]]
    95 B (12 words) - 10:11, 17 May 2008
  • #REDIRECT [[UE2:Object structs (UE2Runtime)#Scale]]
    105 B (12 words) - 10:10, 17 May 2008
  • #REDIRECT [[UE2:Object structs (UT2003)#Scale]]
    97 B (11 words) - 10:11, 17 May 2008
  • #REDIRECT [[UE2:Object structs (UT2004)#Scale]]
    97 B (11 words) - 10:11, 17 May 2008

Page text matches

  • ; KScaleJointLimits (float scale, float stiffness) [native final] :
    10 KB (1,248 words) - 09:41, 26 May 2006
  • * '''[[Legacy:Transform Permanently|Transform Permanently]]''': Makes any scale changes/other changes to the brush permanent. Resets changed values back to
    3 KB (495 words) - 01:58, 1 June 2006
  • ...smaller than it need be. See [[Legacy:General Scale And Dimensions|General Scale And Dimensions]].
    8 KB (1,474 words) - 07:52, 24 August 2022
  • ...s.DirtChunk_01aw static meshes around about say 4k square on the floor and scale them up a bit (drawscale = 3)
    16 KB (2,582 words) - 13:58, 13 July 2007
  • ; DrawScale : Scale by which actor is drawn
    3 KB (507 words) - 10:09, 12 October 2004
  • ;FireWaver: As the TorchWaver but more "drastic". Best when used with large-scale flame animations.
    6 KB (945 words) - 15:33, 22 January 2015
  • ...applied in different ways for different augs, e.g. it could be the damage scale of shots with ballistic protection or the amount of energy drain for cloak
    3 KB (412 words) - 04:53, 11 August 2004
  • ...nowiki>TM_SCALE ''float'' ''float'' ''float'': '''ignored by UnrealEd'''. Scale of the transformation. Also from the matrix.
    22 KB (3,133 words) - 02:33, 3 September 2009
  • ...cted them to run with such a neat concept as coexisting space and personal scale warfare, yet I've only been able to find one assault map so far that really
    5 KB (914 words) - 17:27, 16 April 2004
  • ...llow small groups of players (as little as 16 to a map) to engage in large scale space warfare. Not much fun flying around in the vastness of space when th
    20 KB (3,402 words) - 05:05, 12 March 2004
  • * scale monsters properly, and a little bit bigger than players for the scare effec
    5 KB (879 words) - 13:50, 8 February 2008
  • ...lame emitters to the Warlord, give a flamethrower and a mean slash attack, scale him up afew times and slow him down and he'd be perfect. I'm still thinking
    11 KB (2,075 words) - 08:34, 19 February 2009
  • ...that the monters should be relatively bigger than players based on Unreal1 scale. Gotta figure out the exact proportions.
    12 KB (2,086 words) - 19:21, 13 July 2004
  • ...and place some of them around the valley in appropriate spots. Rotate and scale them so they don't all look like the same rock, and to keep things consiste
    16 KB (2,720 words) - 05:56, 2 July 2006
  • ...tice, the door from RobotFactory is a bit large for our purposes, so we'll scale it down to about half size by setting the Display->DrawScale property to 0.
    15 KB (2,465 words) - 20:35, 13 January 2005
  • ...ale And Dimensions]] – compares Unreal Unit dimensions to real world scale.
    5 KB (898 words) - 00:13, 11 September 2006
  • ;*Scale – a summary readout of sub items
    6 KB (867 words) - 01:59, 7 April 2006
  • ...' Or, you could just select the brush that represents the outdoor area and scale it up :) Rebuild the map, and everything fits.
    4 KB (670 words) - 11:19, 25 November 2006
  • [[Image:Legacy_button.mode.scale.gif|left|]] ...rface modes in the UnrealEd [[Legacy:Toolbox|toolbox]]. This mode lets you scale brushes.
    4 KB (748 words) - 03:37, 25 April 2011
  • Brush transformations changes the position, scale or skew of a [[Legacy:Brush|brush]]. '''bmw5002:''' UEd3 doesn't have the numerical brush scale property (or im stupid)! Arrrg!
    6 KB (981 words) - 03:58, 11 September 2006
  • ...he easiest way to do it is simply put the "circling thing" in the skybox. Scale can be a bit of a problem though. An alternative would be to move the Zone
    5 KB (936 words) - 21:58, 22 October 2005
  • ...imes as tall as a human. See [[Legacy:General Scale And Dimensions|General Scale and Dimensions]]. * [[Legacy:General Scale And Dimensions|General Scale and Dimensions]]
    23 KB (3,878 words) - 20:14, 16 July 2014
  • ===Scale === A scale and sheering.
    2 KB (318 words) - 06:25, 12 February 2008
  • ...nimations except when you play the animations the links seem to be able to scale and move!? Is there any rigged weapon models out there in MAX format?
    11 KB (1,478 words) - 15:22, 20 April 2007
  • * [[Legacy:General Scale And Dimensions|General Scale and Dimensions]]
    3 KB (456 words) - 07:02, 26 November 2006
  • ...minutes when I first used them. From my initial impressions of the in-game scale, I think this map should be able to handle 10-16 players, it's quite large,
    4 KB (789 words) - 23:26, 11 August 2003
  • ...m working on a rather small scale for it. It's probably better with larger scale terrains.
    5 KB (1,029 words) - 03:45, 5 August 2003
  • [[Image:Legacy_texture_filter_example_point.png|center|3x Scale Point filter]] [[Image:Legacy_texture_filter_example_bilinear.png|center|3x Scale Bilinear filter]]
    6 KB (947 words) - 17:18, 3 March 2005
  • ==Scale == A scale and sheering.
    5 KB (689 words) - 13:33, 16 December 2005
  • ...center of a black background which was smoothly blending between the grey scale.
    4 KB (663 words) - 13:44, 23 February 2008
  • ...through some erosion filters in texture maker, then converting it to grey scale, maximizing contrast, and finally being converted to a noraml map by using
    6 KB (1,085 words) - 13:50, 23 February 2008
  • ; DrawPattern( [[Legacy:Material|Material]] Tex, float XL, float YL, float Scale ) : Draws the scaled material and repeats it to fill a rectangle of the spe ; DrawIcon( [[Legacy:Texture|Texture]] Tex, float Scale ) : Draws the whole texture once with the specified scaling. Unlike most ot
    12 KB (1,737 words) - 17:10, 21 October 2016
  • ; float Scale :
    6 KB (671 words) - 17:23, 19 April 2002
  • * [[Legacy:General Scale And Dimensions|General Scale And Dimensions]]
    4 KB (683 words) - 09:30, 16 August 2006
  • ...ral Scale And Dimensions]]: Compares Unreal Unit dimensions to real world scale.
    8 KB (1,398 words) - 18:19, 31 January 2005
  • ...wards by 120 (''Look at the XYZ fields at the bottom of the screen for the scale factor''). You should now have this:
    8 KB (1,464 words) - 00:16, 1 December 2004
  • ...ttern ([[Legacy:Texture (UT)|Texture (UT)]] Tex, float XL, float YL, float Scale) : This draws the specifed texture onto the screen, tiling it to fit a rect ;* Scale - scale the texture (proportionately) by this ratio.
    8 KB (1,317 words) - 19:38, 4 November 2015
  • You can change the scale at any time to resize your terrain, but it will scale all your terrain's features too (which might not be what you want), and you .... This will give you the heightmap texture dimensions for standard terrain scale.
    15 KB (2,551 words) - 07:46, 14 March 2008
  • ;# Depth Complexity – shows how complex a scene is with the colour scale. Green is low complexity areas the game will have no problems rendering, re
    3 KB (529 words) - 13:51, 4 September 2014
  • also doing some small-scale beta testing of MilkShape 1.7's psa/psk exports, using a rudimentary custom
    8 KB (1,249 words) - 06:00, 12 November 2003
  • '''3.''' If you're not sure of the scale of your texture, you can resize it by creating a new material: Chose ''File ...e browser and click on the ''Use'' button in the material line. Adjust the scale of the texture with the '''UScale''' and '''VScale''' field and the positio
    6 KB (1,034 words) - 17:41, 25 October 2007
  • ...nd provide realistic-looking, non-repeating smooth texture animations that scale well with the player's framerate.
    1 KB (128 words) - 02:25, 6 December 2015
  • <font color=blue>MuzzleScale=</font> scale of muzzleflash model when displayed (as seen from first-person view) <br> <font color=blue>MuzzleFlashScale=</font> scale of MuzzleFlashMesh <br>
    9 KB (1,393 words) - 05:14, 12 June 2010
  • * [[Legacy:General_Scale_And_Dimensions|General_Scale_And_Dimensions]] ''Scale & Dimensions comparision between DX and UT - note that x Unreal Units = fe
    6 KB (856 words) - 15:46, 2 August 2014
  • ...decoration where you want the fan to be in your level. You can adjust its scale in its properties Display -> Drawscale.
    3 KB (534 words) - 02:25, 8 February 2008
  • ...'description'' is any string. The graph automatically adjusts the vertical scale to fit all of the values that have been fed into it. The graph will update
    12 KB (2,041 words) - 09:39, 6 November 2006
  • ...erfections in stone. When you import a detail texture, you need to set its Scale value to a small number (typically 0.25nm) to specify its scaling relative ...y) the surface they're applied to. By modulating, they have the ability to scale the surface's brightness up or down. Colors with RGB brightness values from
    2 KB (317 words) - 12:57, 7 August 2003
  • ...rld of grathius and thier evil schemes. You have to stop focusing on small scale objectives and take the fight for freedom all the way to the top.
    4 KB (559 words) - 12:48, 28 November 2006
  • ...ome known scaling problems with the server code. The server code will not scale to more than around 10-12 players. Digitalo are working on a patch for thi
    19 KB (3,155 words) - 12:48, 22 May 2005
  • **Scale damage levels from 25-400% for each fire mode **Scale reaction ranges from 0-1000% for each fire mode
    6 KB (1,023 words) - 14:09, 9 November 2003
  • ; ClientFlash( float scale , vector fog ):
    24 KB (2,192 words) - 20:35, 28 November 2006
  • ...through some erosion filters in texture maker, then converting it to grey scale, maximizing contrast, and finally being converted to a noraml map by using
    21 KB (3,911 words) - 04:40, 22 February 2008
  • This is a nifty little tool that makes it easy to convert grey scale, or even color images into an effective normal map, imo normal maps are a r
    2 KB (433 words) - 06:47, 22 February 2008
  • ===Position, Rotation and Scale=== #exec MESHMAP SCALE MESHMAP=Weapon_1st X=1.0 Y=1.0 Z=1.0
    14 KB (2,119 words) - 18:25, 24 June 2013
  • ===Position, Rotation and Scale=== #exec MESHMAP SCALE MESHMAP=Weapon_1st X=1.0 Y=1.0 Z=1.0
    8 KB (1,148 words) - 15:00, 7 December 2004
  • How do scale an Emitter's output, so I don't kill performance on slower computers?
    22 KB (3,790 words) - 23:34, 23 January 2007
  • log("ZombieZilla: scale="$zs);
    2 KB (249 words) - 19:38, 30 March 2006
  • ...is more efficient than brush scaling because you can choose which face to scale and do not have to move the brush after scaling.
    3 KB (477 words) - 07:15, 24 August 2022
  • ...s work. If you're interested (possibly looking at turning this into a full scale mapping team eventually) then post at the bottom in the general natterings
    3 KB (527 words) - 09:56, 21 December 2002
  • ; float FluidHeightScale : vertical scale factor
    6 KB (823 words) - 06:00, 15 July 2009
  • ...fight and such on their own. However, they have no knowledge of the larger scale goals and such of their "team." So, for instance, a fighter is smart enough ...nce throttle." This is an idea I had used before for graphical elements to scale back particle effects when the framerate starts to dip. Basically, the high
    130 KB (23,327 words) - 12:37, 2 September 2005
  • ..."problem." It's more a design consideration really. That is, the matter of scale. Realistically, futuristic space fighters would probrably go blindingly fas ...he solution actually turned out pretty good. It's essentially a very small scale neural network system. I thought that it would be a bit slow, but it's not
    177 KB (31,705 words) - 04:34, 28 May 2005
  • #exec meshmap scale meshmap=flgred x=0.50000 y=0.50000 z=1.00000
    3 KB (258 words) - 04:53, 20 May 2008
  • ; float GameSpeed : The scale applied to the rate of the game.
    34 KB (4,705 words) - 13:54, 7 April 2008
  • ==Units & Scale == An arbitrary scale is used for game programming because the scale may change. One game may be an FPS, while another may be a space sim with s
    19 KB (3,048 words) - 04:14, 24 September 2007
  • ; float GameSpeed : Scale applied to game rate.
    18 KB (2,544 words) - 10:38, 31 December 2016
  • ; float HudScale : Global Scale for all widgets
    6 KB (653 words) - 21:03, 17 December 2005
  • ...'' Impact Jump Metrics from [[Legacy:General Scale And Dimensions|General Scale and Dimensions]]
    2 KB (318 words) - 23:10, 10 March 2004
  • ...zone with various ambient colors set. You'll have to add your own code to scale for light brightness. This isn't anything like the scientifically correct
    7 KB (1,048 words) - 02:52, 10 July 2006
  • ; float TextureScale : The scale that is applied to the texture, relative to a screen resolution of 640 x 48 ; EScaleMode ScaleMode : From what direction the scale is applied (see EScaleMode enum below). The side that is cut off 1st. (Left
    8 KB (1,199 words) - 12:01, 16 November 2004
  • ...handle on this within the level editor, so maps can have their own unique scale. This way maps can be made larger if necessary, or scaled to look right if ...t the first time I tried to make a level) but I have power in deciding the scale of the game. The 'insides' of things and space can be made segregated, sin
    17 KB (3,059 words) - 22:35, 17 February 2004
  • c.DrawIcon(logotex,0.5); //scale is 1 ...e function '''DrawLogo'''draws it on the specified position and at the set scale. In the default properties we point it to our logo. I learned this thru t
    9 KB (1,460 words) - 18:58, 23 December 2007
  • ...to a wide open space in the void and subtract it. Do NOT move, rotate, or scale the red builder brush after this point!
    11 KB (1,901 words) - 13:56, 11 March 2005
  • ; PlayerViewScale : Mesh scale. ; PickupViewScale : Mesh scale.
    4 KB (431 words) - 07:02, 18 January 2004
  • ...projection schemes (like cylindrical, planar or automatic) and adjust the scale and orientation of those projections, if applicable.
    8 KB (1,376 words) - 10:57, 4 April 2007
  • ...Note that the velocity is in Karma units, and, like mass, is not the same scale as the regular physics engine. : The event that is triggered is as follows:
    10 KB (1,708 words) - 23:45, 17 December 2006
  • '''Note:''' All parameters are in Karma scale.
    1 KB (192 words) - 20:45, 28 December 2005
  • ...PenScale : Looking at wheel PenScale, I assume this means the penetration scale or 'bounciness' of the Repulsor when bRepulsorInContact. A value such as 1
    3 KB (421 words) - 02:38, 18 August 2004
  • .... In the end, everything turned out better than I expected, though the map scale is a little large. [http://bastard.popexperiment.com/kamek/postal2/shots/ao
    6 KB (979 words) - 10:13, 9 November 2004
  • ...r uses this object for properties. '''Note:''' All properties are in Karma scale.
    2 KB (241 words) - 13:59, 9 November 2006
  • how much to scale it by to fit popular light textures.
    1 KB (182 words) - 21:30, 13 January 2005
  • * Creation of realistic enviroments/Reproduction of reality/Scale modelling
    2 KB (313 words) - 14:15, 23 January 2007
  • ...you to 'modify' your model. Some examples are move, rotate, and size (or scale). Using these tools allows you to change the way your model looks without
    10 KB (1,662 words) - 20:26, 13 January 2005
  • Scale your model using the modify tools until it fits the template. If you want
    12 KB (2,107 words) - 19:47, 29 July 2005
  • '''Scale Object:''' Scales the object by the typed in factor. ...So to get a properly scaled model(for UT) into another program you need to scale by a factor of about 50 (48 works too).
    2 KB (424 words) - 17:14, 2 December 2005
  • ...nits ([[Legacy:UU|UU]]). See [[Legacy:General Scale And Dimensions|General Scale and Dimensions]]. ===Scale ===
    16 KB (3,012 words) - 08:48, 5 February 2008
  • ; * 1 meter equals 1 [[Legacy:UU|UU]] (but you'll be able to scale in UnrealEd after importing).
    3 KB (532 words) - 02:42, 8 June 2005
  • ...o the calculations for you ;) ), and then do a non-aspect-ratio-preserving scale down to 512x256.
    7 KB (1,049 words) - 06:18, 2 June 2007
  • ; BinkVideoPlayer Bink_Scale(float scale) : Scale video (1.0 = normal)
    8 KB (1,205 words) - 16:55, 3 December 2010
  • ; float ForceScale : Scale to apply to forces ; KSetActorGravScale(float ActorGravScale ): Set Karma Gravity Scale
    54 KB (7,693 words) - 04:06, 20 February 2007
  • ...erver. Client-side, that deviation is simply smoothed out on a short time scale &ndash; that way the client-side motion simulation never suffers of any jer
    92 KB (15,242 words) - 07:57, 3 December 2009
  • ...ly built 16 units high. (see [[Legacy:General Scale And Dimensions|General Scale And Dimensions]] for more).
    5 KB (827 words) - 20:55, 6 August 2006
  • ...he path as before. We'll need 4 points this time. If we work with the same scale the second point will be (0.5,0,0) so to simplify the points, change the Pa
    7 KB (1,212 words) - 15:14, 7 January 2007
  • ...ture), do the width of the sheet divided by 64, and use that number as the scale. ...ture), do the width of the brush divided by 64, and use that number as the scale.
    5 KB (819 words) - 01:56, 22 July 2004
  • ...rigin for one of its corners and two vectors which specify orientation and scale; texture alignment on a ''mesh triangle'' is defined by simply a set of tex
    4 KB (709 words) - 16:41, 22 May 2015
  • Remember that developing a mod doesn't mean much if you never release it. Scale your task list so that you can release something quickly, adding and improv
    2 KB (360 words) - 05:00, 14 May 2002
  • ...Mll|unEditor.mll]] plug-in. The one dated 10/28/03 erroneously ignores the Scale property. Try the earlier version from the link below if you have this prob ...ge, group and scale attributes to the set which I've created, but both the scale and group attributes seem to be ignored : '''Fat Marrow:''' I don't know th
    12 KB (2,137 words) - 19:53, 19 May 2006
  • You can scale this TorchFlame by going to its properties and adjusting the Display -> Dra
    1 KB (237 words) - 06:14, 5 April 2011
  • ...t in already: Select all brushes and actors, then click on ''Tools'' -> ''Scale Map'', enter a factor and click ''OK''.) ...e a complete Unreal or Unreal Tournament map. Yes, this tool will not only scale the brushes, it will also make sure that the Lights, Triggers, Inventory it
    3 KB (540 words) - 22:51, 27 November 2006
  • ...t not be bigger than a 256x256 grid extent centered on the origin. You can scale it to suit in script later so don't fret over that yet. ...cy:Actor Classes Browser|Actor Classes Browser]]. You can also control its scale in the script by adding "DrawScale=" ,with 1 being its default size, to one
    5 KB (803 words) - 17:31, 18 July 2003
  • ...ugh in a firefight. See also [[Legacy:General Scale And Dimensions|General Scale and Dimensions]]. Playtest these areas with the idea that players will be
    13 KB (2,137 words) - 13:17, 27 September 2013
  • ...itor.mll]] NOTE: See this page if you're having trouble getting the added Scale attribute to work properly.
    3 KB (513 words) - 18:36, 4 October 2007
  • ==Break the Scale== ...k up the scale. The human mind needs comparisons to really appreciate the scale of something. When you first played onslaught, you thought a Goliath was u
    25 KB (4,591 words) - 12:36, 3 September 2009
  • .... This way all shines are guaranteed to be collected on a reasonable time scale
    9 KB (1,615 words) - 06:20, 9 November 2003
  • As well it probrably wouldn't hurt to scale the bulldog's mass, center of mass, and wheel torque appropriately. Not sur
    3 KB (518 words) - 00:18, 5 January 2006
  • ...mpletely scale independant, things like sound and lighting still depend on scale. Also, speeding up the gamespeed won't fix anything - you still get the sam
    4 KB (771 words) - 13:22, 21 May 2004
  • local float Dist, Scale; Scale = 1.0;
    19 KB (2,241 words) - 02:50, 24 August 2005
  • MutPropsDisplayText[1] = "Ragdoll Spin Scale"
    4 KB (395 words) - 23:11, 2 March 2006
  • local float Scale; Scale = (ScreenWidth / 2) / Tan(ThePlayer.FovAngle/2/180*Pi);
    11 KB (1,487 words) - 05:23, 20 January 2008
  • ...ed to learn coding yay!!!):''' Billy, all you do is change the static mesh scale in the default properties. I suggest you start using an IDE such as conTEXT
    23 KB (3,911 words) - 15:13, 1 May 2006
  • |The Grand Canyon in Arizona, but at a small scale, with the Colorado River in the bottom. The redeemer, ion painter, and the
    7 KB (1,045 words) - 10:18, 8 February 2008
  • ...een there and done that. When you begin your mod don't begin with a large scale total conversion. Chances are you're going to get discouraged and find too
    3 KB (520 words) - 20:06, 29 November 2002
  • ; TextureScale : Texture Scale is the scale that is applied to the texture, relative to a screen resolution of 640 x 48 The texture scale is a percentage at which you want the texture to be displayed. This is use
    13 KB (2,042 words) - 09:24, 14 March 2006
  • ...ame and you get many tiny repetitions of your texture (as if you'd set the scale to some very small number). Bizzarely, it's fine in the editor itself. ...g. 0.5), just multiply that number by 1024, and use the resulting value to scale the material sequence texture (e.g. 0.5 * 1024 = 512). I hope this helps ou
    3 KB (395 words) - 21:01, 20 March 2008
  • * [[Legacy:General Scale And Dimensions|General Scale And Dimensions]]
    9 KB (1,230 words) - 11:49, 15 May 2006
  • * [[Legacy:General Scale And Dimensions|General Scale And Dimensions]]
    6 KB (754 words) - 11:48, 15 May 2006
  • '''And then many many many 'large' scale projects and mutators which either haven't gotten off the ground or were ne
    4 KB (640 words) - 11:33, 1 April 2008
  • ...ameplay. Based on the goal and theme of the map, make decisions about the scale of the map size, the number of players this map should hold, the number or
    12 KB (2,012 words) - 20:35, 5 July 2011
  • ...lag due to all the extra calculations. Avoid creating maps in which large scale battles take place in one visible area.
    21 KB (3,652 words) - 13:43, 30 July 2007
  • ...and name the copy ''hips''. Scale ''hips'' to Scale X=0.8, Scale Y = 0.5, Scale Z=0.8 and move it to Translate Y=3.0. At this point the bottom cap of cylin ...and name the copy ''head''. Scale ''head'' to Scale X=0.625, Scale Y=0.5, Scale Z=0.625, and move it up to Translate Y=22.0
    3 KB (574 words) - 20:45, 30 November 2005
  • ...w. In the Paint Weights section, the 2 operations of greatest interest are Scale and Add. ...e by multiplying the current influence by the number in the Value field. A Scale Value of 0 removes all influence.
    25 KB (4,238 words) - 11:37, 9 April 2008
  • ...In the New Start/End Times field enter 50 and 98, respectively. Then click Scale.
    19 KB (2,723 words) - 01:31, 7 April 2006
  • Change the Data Type to Float and type ''scale'' in the Attribute Name field. Click Add. Close the Add Attribute dialog. .... In the package field of Additional Attributes, enter ''T_C_Man''. In the Scale field enter 2.0. In the animargs field type
    8 KB (1,362 words) - 20:49, 30 November 2005
  • ...e pictures in this tutorial do not show the interface elements to relative scale. ...model hadn't been modified &ndash; there is texture stretching due to the scale & rotate modeling procedures (FIG 19). The model needs to be texture mapped
    7 KB (1,186 words) - 06:16, 23 October 2003
  • ...e pictures in this tutorial do not show the interface elements to relative scale.
    5 KB (889 words) - 17:14, 2 December 2005
  • ...e pictures in this tutorial do not show the interface elements to relative scale.
    2 KB (387 words) - 18:26, 22 October 2003
  • ...e pictures in this tutorial do not show the interface elements to relative scale. ...ata entry fields, enter .30 in X and Z (.30 = 30% scale factor). Click the Scale button. The result is shown in FIG. 1
    6 KB (859 words) - 09:32, 27 December 2005
  • ...ss likely to encounter that l33t Spoondog on the way..."), or on a smaller scale ("Oh crap, I could jump down and grab the RL, but I think Spoondog might ow [[Image:Legacy_jailbreak-mapping-risk-1-castlebreak.jpeg|left|Broad scale risk balance in JB-CastleBreak.]]
    3 KB (525 words) - 08:01, 6 June 2004
  • bScaleToParent=true // is it in scale to its parent window?
    18 KB (2,774 words) - 10:40, 20 June 2004
  • * [[Legacy:General Scale And Dimensions|General Scale And Dimensions]]
    6 KB (807 words) - 23:38, 21 June 2014
  • //FIXME - scale sound volume to damage amount
    64 KB (5,517 words) - 17:18, 19 May 2006
  • ...test]], and check particularly that it's the right way up (!) and that the scale is right. The best way to check is to walk to a deploy point and see if the
    2 KB (307 words) - 18:57, 5 July 2006
  • ...ose to make it just right- not too big or not too small. If you follow the scale of the average map then you will get a map big enough for open air combat a REALLY big maps (DTT Fearzone scale) demand much more tactical combat. And remember, in a huge map its a long j
    8 KB (1,432 words) - 05:00, 1 March 2007
  • * If you want to post them in a forum, '''scale them down''' (640x480 pixels at most) and '''convert them to .jpg''' using
    8 KB (1,342 words) - 07:02, 13 September 2006
  • * Scale that vector // scale normalized vector; better way?
    11 KB (1,701 words) - 09:30, 30 August 2005
  • (from remark in code) "Distance based, so scale to bot speed/weapon range"
    8 KB (972 words) - 07:47, 9 November 2007
  • ...meInfo.UseLowGore()</tt> returns false, spawns GibClass gibs, sets the gib scale and velocity.
    7 KB (914 words) - 09:22, 27 January 2007
  • Recently, I've started again doing some small-scale personal development work at home, things that I've come to think of as "we
    6 KB (972 words) - 15:22, 14 December 2006
  • ...ve 4 of the 5 maps, then with my photo-editing software I combine the grey scale images into one image, each using it's own color channel, in this case I ha
    5 KB (792 words) - 14:54, 27 February 2008
  • local float Dist, Scale; Scale = 1.0;
    5 KB (402 words) - 15:35, 5 January 2003
  • [[Image:Legacy_nwn-import-scale.jpeg|right|]] ...&ndash; so when you place them scale them up by at least 64x. Or you could scale them up in Milkshape prior to export. Scaling by 102.5 in UnrealEd makes th
    3 KB (528 words) - 17:14, 29 August 2003
  • ...case, you have a great deal of control over the particles, including their scale, color, and velocity at varying points in time. The particle system in UT20
    12 KB (2,099 words) - 04:19, 17 September 2006
  • ; DrawScale3D: Can now scale by height, length, and width, as opposed to raw drawscale and fatness.
    6 KB (886 words) - 09:59, 31 May 2005
  • friend FVector operator*( FLOAT Scale, const FVector& V ) return FVector( V.X * Scale, V.Y * Scale, V.Z * Scale );
    14 KB (2,022 words) - 16:44, 14 February 2004
  • '''Xhiris:''' What's "scale and sheering?"
    3 KB (358 words) - 23:27, 10 February 2004
  • ====Test your HUD with a lower HUD scale ==== There is an option in the settings that allows you to lower the scale of the HUD. Be sure to test your HUD with a few different HUD scales to ma
    3 KB (581 words) - 12:20, 17 December 2004
  • ...the map in its current state from UnrealEd. It is useful to get an idea of scale, appearance, bot behaviour, etc. To playtest the map press the Play Level ...early stages of creating a map, playtesting largely involves checking the scale of what you've built, and seeing the map from the in-game perspective. You
    4 KB (707 words) - 14:13, 20 December 2005
  • ...: How many times to repeat the color scales. Example, if you have a color scale that changes it to black at 0.5 time(half its lifespan), with color repeats ; rangevector MeshScaleRange : This determines the size scale of an emitted mesh, similar to DrawScale3D for actors. It takes each axis i
    19 KB (2,645 words) - 07:44, 10 December 2007
  • ; float SkillModifier : Skill modifier (same scale as game difficulty, 0 - 7)
    19 KB (2,341 words) - 23:41, 22 May 2015
  • ...but i've yet to test this theory. Am i correct in believing that i cannot scale either the entire level or individual world geometry at runtime? I have wo
    12 KB (1,804 words) - 15:48, 11 September 2005
  • ; MeshScaleRange : Similar to DrawScale3D for actors. Use this to scale the StaticMesh if it's too large or too small.
    4 KB (491 words) - 15:02, 16 October 2005
  • ...[Legacy:UnEditor|unEditor]]. It appears that unEditor doesn't support the Scale parameter that all the old howtos say it does (broke in 4.5?) but it suppor ...cript is really excellent. I've been trying to modify it to automate the 'Scale' property as well, but I guess I don't know enough about datatypes in MEL.
    5 KB (671 words) - 19:53, 28 December 2005
  • # DON'T move or scale the bones at this point to match your model # If your model does not line up with the bones, it is best to scale and move your model to match it
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  • * Scale shadow accuracy. Higher accuracy = Lower FPS and vice versa
    4 KB (761 words) - 21:47, 7 July 2005
  • Player scale is extremely large. You can just stand up in a 256UU high corridor. Also no
    6 KB (917 words) - 05:34, 9 January 2007
  • 'Scale', 'Color', 'Box', 'IntBox', 'FloatBox', 'BoundingVolume', 'Matrix', 'Interp
    14 KB (1,391 words) - 02:31, 24 May 2007
  • ...center of a black background which was smoothly blending between the grey scale.
    4 KB (685 words) - 10:10, 23 February 2008
  • ...through some erosion filters in texture maker, then converting it to grey scale, maximizing contrast, and finally being converted to a noraml map by using
    6 KB (1,093 words) - 10:14, 23 February 2008
  • Alpha Maps are a special kind of image file that uses a grey scale to determine the transperancy of a pixel, which is commonly called it's alp
    6 KB (1,133 words) - 20:16, 22 February 2008
  • * The overall scale can be changed:
    4 KB (671 words) - 15:55, 26 October 2003
  • #exec meshmap scale meshmap=RotatedTextMesh x=1.0 y=1.0 z=2.0
    9 KB (1,058 words) - 12:37, 19 November 2007
  • //this leaves h from 0...6 , l,s from 0..1 now scale to what unreal wants:
    2 KB (382 words) - 03:33, 7 August 2003
  • * [[Legacy:General Scale And Dimensions|General Scale and Dimensions]]
    11 KB (1,776 words) - 22:09, 5 June 2013
  • * Whats a good grid scale to use with Rhino? IE, if I want the grid points in Rhino to be nice, round * Grid scale is custom. See grid text above.
    7 KB (1,203 words) - 16:48, 24 December 2005
  • ...h killing. Balance on that one might not have been so great... a sliding scale, where it would get less and less fun as you were the only human left. So
    12 KB (1,939 words) - 03:52, 5 August 2003
  • ...st wasnt working like i expected. Maybe it means use the collision map and scale it to the actor? dunno. anyway setting collision parameters in two differe
    11 KB (1,748 words) - 19:07, 14 August 2004
  • ...>C.ShakeView(ShakeRotMag*Scale, ShakeRotRate, ShakeRotTime, ShakeOffsetMag*Scale, ShakeOffsetRate, ShakeOffsetTime)</tt> for every PlayerController with a <
    9 KB (1,155 words) - 15:27, 5 December 2005
  • ==Mapping Scale Information==
    4 KB (598 words) - 05:00, 11 December 2006
  • ; float FadeOutScaleFactor : fade out scale factor ; float FadeInScaleFactor : fade scale factor
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  • ;float FadeOutScaleFactor : feade out scale factor ;float FadeInScaleFactor : feade scale factor</div></div>
    14 KB (1,767 words) - 12:39, 19 November 2007
  • In a large-scale game like UT or Q3A, many people try to cheat. The people that make the gam
    107 KB (18,320 words) - 09:30, 5 February 2011
  • ...rned on in their properties. The lower sheet should have a higher texture scale than the upper sheet. This makes the "lower hanging clouds" move faster th ...u add a moon or a sun, don't forget to place it higher than the clouds and scale them down, for a distance effect. Generally placing a sun or moon texture o
    11 KB (2,010 words) - 11:46, 5 April 2015
  • * [[Legacy:General Scale And Dimensions|General Scale and Dimensions]]
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  • ==Pan / Rot / Scale ==
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  • -Scale glow-
    8 KB (1,385 words) - 13:21, 5 October 2007
  • ...r example, means ''shrink'' by a factor of 4, or tile 4 repetitions, not ''scale up'' by 4.
    5 KB (778 words) - 23:58, 12 September 2007
  • ...ale And Dimensions]] &ndash; compares Unreal Unit dimensions to real world scale
    12 KB (2,111 words) - 19:04, 9 July 2006
  • ...ties of the sound resources to be edited, such as base radius and velocity scale. But remember [[Legacy:Do Not Alter Default Packages|Do not alter default p
    2 KB (300 words) - 07:10, 28 August 2006
  • * BarrenHardware.MiscTrim01BA - A flat trim piece, recommended draw scale 1, 1, 1 * BastienHardware.trim - A trim piece , recommended draw scale 0.5, 2.0, 8.0
    31 KB (4,935 words) - 09:35, 29 September 2008
  • ...ermined bone. Zero scale bones (including bones that have a parent of zero scale) will be excluded from this calculation. ''BiasDistance'' can be used to bi
    14 KB (2,187 words) - 11:59, 8 November 2009
  • ...e. This also helps with building them in Unreal; I just switched the grid scale. I've also modelled organic items like bodies and faces. Although you can
    3 KB (556 words) - 17:58, 6 March 2004
  • '''Foxpaw:''' Unfortunately, you can't scale meshes non-uniformly in UT, so if you make the beam longer dynamically like
    15 KB (2,692 words) - 03:35, 9 October 2003
  • ...orced to True, so only the X component of Size -> SizeScale can be used to scale the sprites.
    3 KB (361 words) - 04:04, 2 February 2004
  • #exec DECAMESH SCALE MESH=SharkMesh X=1.0 Y=1.0 Z=1.0
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  • #exec meshmap scale meshmap=gungho01 x=0.13281 y=0.13281 z=0.26563
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  • ...user add box or sphere primitives to any bone of any mesh, and specify the scale offset from that bone. There's also an option in UnrealEd for a "collision ...user add box or sphere primitives to any bone of any mesh, and specify the scale offset from that bone. There's also an option in Ued for a "collision stati
    18 KB (2,916 words) - 20:58, 31 October 2006
  • ...It goes into the anim fairly quickly, so I will try to use the velocity to scale the anim rate. The only problem I forsee is that velocity is positive wethe
    11 KB (2,047 words) - 20:28, 17 April 2005
  • ...corner) then you can use pixel coordinates, but be aware that they may not scale accordingly. Explore the interface a little, as it does provide a lot of to
    19 KB (3,347 words) - 10:53, 26 April 2010
  • ...to the scale of a ingame character. You can always make adjustments to the scale later but i would advice against it unless you are a advanced user in your
    10 KB (1,864 words) - 02:25, 13 September 2010
  • * [[Legacy:General Scale And Dimensions|General Scale and Dimensions]]
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  • PostScale=(Scale=(X=0.250000,Y=8.000000,Z=3.000000),SheerAxis=SHEER_ZX) TempScale=(Scale=(X=0.250000,Y=8.000000,Z=3.000000),SheerAxis=SHEER_ZX)
    7 KB (928 words) - 21:42, 26 January 2017
  • [2] ACTION_DrawHUDMaterial (the clue image material, screen location, image scale, time duration) [8] ACTION_DrawHUDMaterial (the clue image material, screen location, image scale and a 1 second time duration)
    35 KB (5,637 words) - 09:31, 26 March 2015
  • ...hange a certain aspect of the game, but there are also mutators with large scale modifications (e.g. weapon mods, competitive mods); mutators are stackable
    28 KB (4,193 words) - 10:25, 17 June 2007
  • ; config float FriendlyFireScale : Scale friendly fire damage by this value.
    3 KB (370 words) - 14:54, 27 May 2007
  • ...0 and 2.0 versions, brushes vertex values are not updated if you rotate or scale up/down it. PostScale=(Scale=(X=50.000000,Y=73.000000),SheerAxis=SHEER_ZX)
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  • Verson 2, now provides Pillar Wrap, Bevel Scale, Floor Scale & Texture Skew & comes with a tutorial showing you how to use the Texture s
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  • ...er that, you can select a layer and change the texture associated with it, scale that layer's texture, rotate it, etc... Two textures with alpha blending on
    4 KB (724 words) - 14:00, 22 April 2009
  • ; Tex Scale : Scales the texture of a layer. You can do this more mathematically by ope
    16 KB (2,704 words) - 18:54, 5 February 2009
  • ...planar. For instance, you can grab the 4 vertices at the top of a box and "scale them down" (draw them closer together) to quickly create a tapered box, eve ...is determined in Unrealed per surface. Right click on a surface, go to Pan/Scale/Rotate. The "Lightmap" option sets the sector size. The default setting is
    36 KB (6,434 words) - 06:09, 7 April 2005
  • ; float FriendlyFireScale (config) : scale friendly fire damage by this value
    2 KB (183 words) - 10:21, 20 November 2007
  • ...and functions. Vector, Plane, Rotator, Coords, Quat, Range, RangeVector, Scale, Color, Box, IntBox, FloatBox, BoundingVolume, Matrix, InterpCurvePoint, In
    16 KB (2,477 words) - 01:03, 17 November 2002
  • ; vector TerrainScale : This vector determines the overall scale of the terrain. The X and Y values give the size of a sector (or "quad", or
    5 KB (786 words) - 14:30, 16 December 2005
  • ...of the heightmap for your terrain, unless you are using UScale & VScale to scale up. These are listed in the wrong order: the 'y' dimension before the 'x', ...er applications (i.e., white is opaque, black is transparent, and the gray scale works as a varying level of transparency).
    14 KB (2,439 words) - 12:45, 15 January 2011
  • ==Changing color and scale of static meshes== ...the density map for the texture, you can also use a texture to control the scale of individual meshes on your terrain, or a color map to change the tint of
    12 KB (2,039 words) - 05:07, 6 July 2005
  • * [[Legacy:General Scale And Dimensions|General Scale and Dimensions]] * [[Legacy:General Scale And Dimensions|General Scale and Dimensions]]
    16 KB (2,421 words) - 17:36, 14 February 2008
  • ...ants. It was to be a big building but the elements needed to be of a human scale.
    14 KB (2,580 words) - 03:54, 5 August 2003
  • ; DetailScale : Scale of the detail channel on the final output.
    3 KB (449 words) - 14:36, 23 November 2005
  • # set the scale of the TexScaler to fit &ndash; you can edit the material properties while
    645 B (99 words) - 13:27, 28 April 2004
  • ...awScale3D = HourHandScale*MyDrawScale; // Scale the hands according to my scale.
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  • ; PF_G8 : 8 bit gray scale values. ; PF_G16 : 16 bit gray scale values.
    3 KB (372 words) - 08:23, 12 February 2008
  • ...Many of these commands are seldom used, but can be handy when making large scale systemic alterations to a level (numerous repeat operations). ...OR= ADJUSTLIGHTS= SCALESPRITES= SCALELOCATIONS= SCALECOLLISION= : Tools -> Scale Map
    5 KB (730 words) - 09:23, 2 July 2009
  • ...these values in the U (horizontal) and V (vertical) fields in the Pan/Rot/Scale tab of the Surface Properties. # Ensure the Pan/Rot/Scale tab is selected.
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  • ; [UMenu.UMenuRootWindow] : The current scale setting of the GUI, as well as which LookAndFeelClass the engine is current
    11 KB (1,669 words) - 18:53, 30 December 2005
  • ...o '''ticks'''. A tick is not a specific length, which allows the engine to scale this according to the power of the machine and the current load. While the
    8 KB (1,374 words) - 07:17, 23 April 2007
  • ...exRegion T1, TexRegion T2, TexRegion T3, TexRegion T4, TexRegion T5, float Scale) [final] : ...exRegion T1, TexRegion T2, TexRegion T3, TexRegion T4, TexRegion T5, float Scale) [final] :
    15 KB (2,069 words) - 13:39, 29 January 2013
  • ...Many of these commands are seldom used, but can be handy when making large scale systemic alterations to a level (numerous repeat operations). ; ACTOR RESET ALL : resets the Location, Pivot, Rotation and Scale of the selection. See [[Legacy:Actor Context Menu|Actor Context Menu]].
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  • #exec MESHMAP SCALE MESHMAP=mymeshmap X=0.05 Y=0.05 Z=0.1
    5 KB (931 words) - 17:30, 5 February 2004
  • **Scale texture
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  • * Scale &ndash; Scale the selected brush. * Scale Lights &ndash; Adds what you put in the box to the brightness value of sele
    4 KB (590 words) - 17:41, 2 September 2007
  • # Switch to the Pan/Rot/Scale tab.
    20 KB (3,360 words) - 06:39, 12 April 2012
  • ...elate to the real world see: [[Legacy:General Scale And Dimensions|General Scale and Dimensions]], [[Legacy:UU|UU]]
    4 KB (666 words) - 11:12, 30 March 2008
  • * [[Legacy:General Scale And Dimensions|General Scale And Dimensions]] and [[Legacy:Brush Rotate|Brush Rotate]] for information o
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  • ;# Depth Complexity &ndash; shows how complex a scene is with the colour scale. This shows how hard it's working to render things.
    11 KB (1,660 words) - 13:12, 27 April 2006
  • ...ce, carve out holes to allow for tunnels and whatnot to connect to it, and scale and rotate those textures. The tool generates a heightmap as you edit, elim ...e dimensions of the terrain. It is important to note that these are really scale values. That is, the heightmap texture is 64x64 pixels, and the actual dime
    18 KB (3,216 words) - 01:51, 7 April 2006
  • ...ay be a space sim with several planets on an entire map. Each game picks a scale to work at: the size of players and objects, which means there is an effect
    4 KB (570 words) - 13:43, 30 July 2011
  • ;How do you scale multiple objects so they are still proportionate (same ratio height width l ...cale. Then do [[Legacy:UnrealEd Main Menu|UnrealEd Main Menu]] -> Tools -> Scale Lights, check ''Percentage'' and type in a value to your liking.
    8 KB (1,313 words) - 14:10, 19 September 2007
  • // else we scale its radius and brightness depending on distance from the material ...race returned nothing, then we put the light right in front of the player, scale its brightness down,
    13 KB (1,952 words) - 09:37, 6 March 2006
  • ...ion that the units used between Karma and Unreal are different on a linear scale.
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  • #exec MESHMAP SCALE MESHMAP=flamer X=0.1 Y=0.1 Z=0.2
    6 KB (913 words) - 16:08, 6 October 2003
  • Maya 4 and 4.5 PLE users who have had problems getting the added Scale attribute of their model's export set to work properly can download the unE ...ement, and which may have been on some CD pressings of UT2003) ignores the Scale attribute when exporting models from Maya 4 and 4.5 PLE. If you've had this
    3 KB (411 words) - 18:40, 2 April 2007
  • #exec MESHMAP SCALE MESHMAP=myGun X=1 Y=1 Z=.5 #exec MESHMAP SCALE MESHMAP=myGun X=1 Y=1 Z=.5
    15 KB (2,606 words) - 00:00, 14 November 2003
  • ...directory structure. Most mods being developed that are of any significant scale place their files into their own subdirectory. Like /UT2003/MyMod/Animation
    6 KB (1,008 words) - 17:23, 15 August 2013
  • This places an icon above teammates during team games. The sprite doesn't scale so well when the sniper rifle is used. The icon is a 3d world object so it
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  • * Large scale terrain support (Builds 633+)
    36 KB (4,572 words) - 09:05, 3 September 2021
  • ...rector and founder of Epic. At the 2006 GDC, Tim Sweeney stated that large scale development will not begin on the next version until some time in 2008, as
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  • ;static final function bool Scale(out float F,float T,float Min,float Max,float Decrease,float Increase,bool ...Decrease,float Increase,bool bGrow,optional float Coefficent): Similar to Scale but scales a float F using a loop thus repeating increasing and decreasing
    24 KB (3,824 words) - 06:43, 20 January 2008
  • ...e(Canvas C,texture T, float Scale): Draws a relatively scaled texture T by Scale using DrawTile. ...VSize values written in the texture) and placed. MainScale is the relative scale that scales both UScale and VScale relatively. U- and VScale are the sepera
    6 KB (981 words) - 12:16, 19 January 2008
  • ...talOverdose/SFXSelfScaling | SFXSelfScaling]] Particles that automatically scale to the actor they are attached to.
    5 KB (623 words) - 07:46, 15 September 2011
  • ...les the weight altering system. This is only designed to alter the gravity scale of a vehicle very slightly so that all vehicles can be made to travel the s //log ("-------------- (Actor_gravScale > 0) setting actor grav scale to "$Actor_gravScale);
    20 KB (2,290 words) - 07:18, 14 September 2011
  • Returns the Amount that one text texture has to Be Scale to Be the Same Size As Another;
    13 KB (1,438 words) - 12:49, 1 June 2006
  • ...talOverdose/SFXSelfScaling | SFXSelfScaling]] Particles that automatically scale to the actor they are attached to.
    5 KB (540 words) - 07:24, 14 September 2011
  • ...Emitter has to Set it's Owner to whatever it wants the Emitter to base is scale on. This is great for explosion fx on things like simulating exploding stat Emitters[I].StartSizeRange.X.Min *= NewScale; // Change X Scale
    6 KB (799 words) - 08:10, 14 September 2011
  • ...hosen with respect to the apparent size of TournamentPlayer, (see, General Scale and Dimensions); player height is approximately 80 world units high, and 35
    8 KB (1,436 words) - 04:53, 8 August 2003
  • |<code>!wikisearch scale</code> </code> more: http://wiki.beyondunreal.com/wiki?search=scale ]
    5 KB (800 words) - 13:23, 23 December 2004
  • ...to scale again. The second repeat would execute the menu choice, and then scale it the exact same amount. *Scale to saved BB (proportionally) - Scale the object to fit its bounding box
    10 KB (1,811 words) - 14:33, 1 March 2006
  • *Scale, rotate, and position the shape ===Scale the shape===
    9 KB (1,759 words) - 13:48, 29 December 2005
  • ...t's displaying ('intercept'), then the current numerals are reduced to 2/3 scale and scatter randomly. Cumulative damage is thus represented only for a spe
    928 B (143 words) - 12:54, 19 March 2004
  • /** scale keeps the MaterialRegion's center at the same location */
    6 KB (734 words) - 17:17, 19 November 2007
  • ...d. It essentially extends the explosion used for rockets and cuts back the scale.
    17 KB (2,534 words) - 10:00, 25 May 2006
  • ...t out on the JailBreak forum: the vector is treated as XYZ = RGB, with the scale going from 0 to 1.
    12 KB (1,768 words) - 15:04, 2 September 2016
  • #exec MESHMAP SCALE MESHMAP=grenadehn X=0.1 Y=0.1 Z=0.2
    12 KB (2,066 words) - 15:22, 2 November 2005
  • ...I'm not sure whether this changes in the import from DXF so make sure you scale the brush appropriately.
    4 KB (781 words) - 13:45, 12 June 2007
  • * Scale Up * Scale Down
    1 KB (189 words) - 03:00, 25 May 2003
  • ...t not be bigger than a 256x256 grid extent centered on the origin. You can scale it to suit in script later so don't fret over that yet. All animations need
    12 KB (2,027 words) - 18:30, 17 December 2005
  • scale=1 <uscript>scale=1</uscript>
    6 KB (880 words) - 09:20, 16 November 2010
  • ...tion '''InitFrag''' ({{cl|BigRock}}&nbsp;'''myParent''', [[float]]&nbsp;'''scale''')}}
    3 KB (313 words) - 10:10, 17 May 2008
  • '''Type:''' {{tl|Scale|Object|structs}} ! {{tl|Scale||Object structs|Member}}
    2 KB (298 words) - 10:10, 17 May 2008
  • '''Type:''' {{tl|Scale|Object|structs}} ! {{tl|Scale||Object structs|Member}}
    2 KB (304 words) - 10:10, 17 May 2008
  • ...function '''DrawIcon''' ({{cl|Texture}}&nbsp;'''Tex''', [[float]]&nbsp;'''Scale''')}} ...ex''', [[float]]&nbsp;'''XL''', [[float]]&nbsp;'''YL''', [[float]]&nbsp;'''Scale''')}}
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  • ====Scale====
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  • Scale applied to game rate.
    10 KB (1,192 words) - 10:10, 17 May 2008
  • Scale applied to game rate.
    11 KB (1,305 words) - 10:10, 17 May 2008
  • Mesh scale. ...[int]]&nbsp;'''X''', [[int]]&nbsp;'''Y''', optional&nbsp;[[float]]&nbsp;'''Scale''')}}
    13 KB (1,519 words) - 10:10, 17 May 2008
  • Mesh scale. ...[int]]&nbsp;'''X''', [[int]]&nbsp;'''Y''', optional&nbsp;[[float]]&nbsp;'''Scale''')}}
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  • ===Scale=== ; {{tl|Vector}} Scale : <!-- enter variable description -->
    2 KB (263 words) - 10:11, 17 May 2008
  • {{code|function '''ClientAdjustGlow''' ([[float]]&nbsp;'''scale''', {{tl|Vector|Object|structs}}&nbsp;'''fog''')}} {{code|function '''ClientFlash''' ([[float]]&nbsp;'''scale''', {{tl|Vector|Object|structs}}&nbsp;'''fog''')}}
    12 KB (1,176 words) - 10:10, 17 May 2008
  • {{code|function '''ClientAdjustGlow''' ([[float]]&nbsp;'''scale''', {{tl|Vector|Object|structs}}&nbsp;'''fog''')}} {{code|function '''ClientFlash''' ([[float]]&nbsp;'''scale''', {{tl|Vector|Object|structs}}&nbsp;'''fog''')}}
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  • #REDIRECT [[UE1:Object structs (RTNP)#Scale]]
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  • #REDIRECT [[UE1:Object structs (U1)#Scale]]
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  • #REDIRECT [[UE1:Object structs (UT)#Scale]]
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  • scale friendly fire damage by this value
    5 KB (589 words) - 10:10, 17 May 2008
  • scale friendly fire damage by this value
    5 KB (595 words) - 10:11, 17 May 2008
  • scale friendly fire damage by this value
    5 KB (622 words) - 10:10, 17 May 2008
  • | "Friendly Fire Scale"
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  • '''Default value:''' "Adjust the scale of the player status indicator (top right) on the HUD."
    12 KB (1,467 words) - 10:10, 17 May 2008
  • ...sp;'''T4''', {{tl|TexRegion|UWindowBase}}&nbsp;'''T5''', [[float]]&nbsp;'''Scale''')}} ...sp;'''T4''', {{tl|TexRegion|UWindowBase}}&nbsp;'''T5''', [[float]]&nbsp;'''Scale''')}}
    15 KB (1,651 words) - 10:10, 17 May 2008
  • ...sp;'''T4''', {{tl|TexRegion|UWindowBase}}&nbsp;'''T5''', [[float]]&nbsp;'''Scale''')}} ...sp;'''T4''', {{tl|TexRegion|UWindowBase}}&nbsp;'''T5''', [[float]]&nbsp;'''Scale''')}}
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  • pitch scale radius scale
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  • ; MESHNODEREL_World : location/rotation/scale in world space (default) ; MESHNODEREL_Mesh : location/rotation/scale in mesh space
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  • :; [[Image:2DShapeEditor-Toolbar-ScaleUp.png]] Scale <u>U</u>p: Doubles the size of the shape. :; [[Image:2DShapeEditor-Toolbar-ScaleDown.png]] Scale <u>D</u>own: Halves the size of the shape, aligning vertices to the grid.
    8 KB (1,255 words) - 02:48, 31 January 2009
  • skill modifier (same scale as game difficulty)
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  • '''Type:''' {{tl|Scale|Object|structs}} ! {{tl|Scale||Object structs|Member}}
    2 KB (305 words) - 10:11, 17 May 2008
  • '''Type:''' {{tl|Scale|Object|structs}} ! {{tl|Scale||Object structs|Member}}
    2 KB (304 words) - 10:10, 17 May 2008
  • '''Type:''' {{tl|Scale|Object|structs}} ! {{tl|Scale||Object structs|Member}}
    2 KB (305 words) - 10:10, 17 May 2008
  • '''Type:''' {{tl|Scale|Object|structs}} ! {{tl|Scale||Object structs|Member}}
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  • '''Type:''' {{tl|Scale|Object|structs}} ! {{tl|Scale||Object structs|Member}}
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  • ...ons of hue and saturation values and the resulting color. You only need to scale the brightness to fit your needs.
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  • ...function '''DrawIcon''' ({{cl|Texture}}&nbsp;'''Tex''', [[float]]&nbsp;'''Scale''')}} ...ex''', [[float]]&nbsp;'''XL''', [[float]]&nbsp;'''YL''', [[float]]&nbsp;'''Scale''')}}
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  • ...function '''DrawIcon''' ({{cl|Texture}}&nbsp;'''Tex''', [[float]]&nbsp;'''Scale''')}} ...ex''', [[float]]&nbsp;'''XL''', [[float]]&nbsp;'''YL''', [[float]]&nbsp;'''Scale''')}}
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  • ...function '''DrawIcon''' ({{cl|Texture}}&nbsp;'''Tex''', [[float]]&nbsp;'''Scale''')}} ...ex''', [[float]]&nbsp;'''XL''', [[float]]&nbsp;'''YL''', [[float]]&nbsp;'''Scale''')}}
    9 KB (1,061 words) - 08:02, 11 February 2010
  • Scale for DrawText & DrawTextClipped. // gam ...function '''DrawIcon''' ({{cl|Texture}}&nbsp;'''Tex''', [[float]]&nbsp;'''Scale''')}}
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  • ...etermine text size with {{tl|StrLen}}() or {{tl|TextSize}}() after setting scale if you need precise values. ...etermine text size with {{tl|StrLen}}() or {{tl|TextSize}}() after setting scale if you need precise values.
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  • ====Scale====
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  • ====Scale====
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  • ; [[float]] Scale : How big is the image {{code|function '''GetPos''' ([[float]]&nbsp;'''Scale''', out&nbsp;[[float]]&nbsp;'''X''', out&nbsp;[[float]]&nbsp;'''y''')}}
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  • | "Objective Indicators Scale" | "Size scale of on HUD Objective Indicators."
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  • | "Radar Map Icon Scale" | "Radar Map Scale"
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  • vertical scale factor
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  • vertical scale factor
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  • vertical scale factor
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  • vertical scale factor
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  • vertical scale factor
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  • {{code|simulated function '''SetScale''' ([[float]]&nbsp;'''Scale''', optional&nbsp;[[float]]&nbsp;'''LengthScale''')}}
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  • {{code|simulated function '''SetSize''' ([[float]]&nbsp;'''Scale''')}}
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  • {{code|simulated function '''SetScale''' ([[float]]&nbsp;'''Scale''')}}
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  • {{code|simulated function '''SetScale''' ([[float]]&nbsp;'''Scale''')}}
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  • {{code|simulated function '''SetScale''' ([[float]]&nbsp;'''Scale''')}}
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  • Scale applied to game rate.
    9 KB (1,055 words) - 10:11, 17 May 2008
  • Scale applied to game rate.
    8 KB (941 words) - 10:10, 17 May 2008
  • Scale applied to game rate.
    9 KB (1,027 words) - 10:10, 17 May 2008
  • Scale applied to game rate.
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  • Scale applied to game rate.
    17 KB (2,079 words) - 05:12, 26 April 2012
  • Should this control scale to the text height
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  • Should this control scale to the text height
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  • Should this control scale to the text height
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  • Scale value for the images
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  • Scale value for the images
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  • Global Scale for all widgets
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  • Global Scale for all widgets
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  • ; [[float]] Scale : <!-- enter variable description -->
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  • | Scale | Scale
    27 KB (3,455 words) - 13:56, 17 August 2014
  • | Scale | Scale
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  • | Scale | Scale
    7 KB (813 words) - 10:11, 17 May 2008
  • | Scale | Scale
    12 KB (1,503 words) - 10:11, 17 May 2008
  • | Scale | Scale
    18 KB (2,209 words) - 10:10, 17 May 2008
  • | Scale | Scale
    17 KB (2,137 words) - 10:10, 17 May 2008
  • | Scale | Scale
    86 KB (10,870 words) - 10:10, 17 May 2008
  • | Scale | Scale
    74 KB (9,394 words) - 10:10, 17 May 2008
  • | Scale | Scale
    11 KB (1,351 words) - 10:10, 17 May 2008
  • | Scale | Scale
    13 KB (1,630 words) - 10:10, 17 May 2008
  • | Scale | Scale
    13 KB (1,640 words) - 10:10, 17 May 2008
  • | Scale | Scale
    8 KB (1,003 words) - 10:11, 17 May 2008
  • | Scale | Scale
    8 KB (997 words) - 07:00, 28 July 2008
  • | Scale | Scale
    61 KB (7,682 words) - 10:11, 17 May 2008
  • | Scale | Scale
    16 KB (1,951 words) - 10:11, 17 May 2008
  • | Scale | Scale
    14 KB (1,657 words) - 06:58, 28 July 2008
  • | Scale | Scale
    9 KB (1,117 words) - 10:10, 17 May 2008
  • | Scale | Scale
    10 KB (1,163 words) - 10:10, 17 May 2008
  • | Scale | Scale
    22 KB (2,733 words) - 10:11, 17 May 2008
  • ...C''', {{tl|Vector|Object|structs}}&nbsp;'''ScreenPos''', [[float]]&nbsp;'''Scale''')}} ...h''', {{tl|Vector|Object|structs}}&nbsp;'''ScreenPos''', [[float]]&nbsp;'''Scale''')}}
    11 KB (1,104 words) - 10:11, 17 May 2008
  • Size scale of visible objective reticles
    7 KB (809 words) - 10:11, 17 May 2008
  • NB: All parameters are in KARMA scale! Scale how gravity affects this actor.
    3 KB (417 words) - 10:11, 17 May 2008
  • NB: All parameters are in KARMA scale! Usually kept in sync with actor's DrawScale, this is how much to scale moi/com-offset (but not mass!)
    2 KB (211 words) - 10:10, 17 May 2008
  • NB: All parameters are in KARMA scale! Scale how gravity affects this actor.
    3 KB (417 words) - 10:10, 17 May 2008
  • NB: All parameters are in KARMA scale! Scale how gravity affects this actor.
    3 KB (331 words) - 10:10, 17 May 2008
  • NB: All parameters are in KARMA scale! Scale how gravity affects this actor.
    3 KB (436 words) - 10:11, 17 May 2008
  • NB: All parameters are in KARMA scale! Usually kept in sync with actor's DrawScale, this is how much to scale moi/com-offset (but not mass!)
    1 KB (183 words) - 10:11, 17 May 2008
  • NB: All parameters are in KARMA scale! Usually kept in sync with actor's DrawScale, this is how much to scale moi/com-offset (but not mass!)
    1 KB (183 words) - 10:10, 17 May 2008
  • NB: All parameters are in KARMA scale! Usually kept in sync with actor's DrawScale, this is how much to scale moi/com-offset (but not mass!)
    2 KB (270 words) - 10:11, 17 May 2008
  • NB: All parameters are in KARMA scale!
    744 B (91 words) - 10:11, 17 May 2008
  • NB: All parameters are in KARMA scale!
    711 B (89 words) - 10:10, 17 May 2008
  • NB: All parameters are in KARMA scale!
    744 B (91 words) - 10:10, 17 May 2008
  • NB: All parameters are in KARMA scale!
    881 B (109 words) - 10:11, 17 May 2008
  • NB: All parameters are in KARMA scale!
    1 KB (150 words) - 10:11, 17 May 2008
  • NB: All parameters are in KARMA scale!
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  • NB: All parameters are in KARMA scale!
    1 KB (150 words) - 10:10, 17 May 2008
  • NB: All parameters are in KARMA scale!
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  • ====Scale====
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  • ====Scale====
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  • ====Scale====
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  • ===Scale=== ; {{tl|Vector}} Scale : <!-- enter variable description -->
    4 KB (574 words) - 10:11, 17 May 2008
  • ===Scale=== ; {{tl|Vector}} Scale : <!-- enter variable description -->
    4 KB (495 words) - 10:10, 17 May 2008
  • ===Scale=== ; {{tl|Vector}} Scale : <!-- enter variable description -->
    3 KB (450 words) - 10:10, 17 May 2008
  • ===Scale=== ; {{tl|Vector}} Scale : <!-- enter variable description -->
    4 KB (518 words) - 10:10, 17 May 2008
  • ===Scale=== ; {{tl|Vector}} Scale : <!-- enter variable description -->
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  • | Scale | Scale
    20 KB (2,252 words) - 10:11, 17 May 2008
  • | Scale | Scale
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  • Scale for Engine RPM used to calculate engine brake torque. Friction torque scale for grip torque applied back from wheels to engine.
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  • Minimum volume that Level->Engine-Client->ParticleDensity is allowed to scale us to.
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  • Minimum volume that Level->Engine-Client->ParticleDensity is allowed to scale us to.
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  • Minimum volume that Level->Engine-Client->ParticleDensity is allowed to scale us to.
    2 KB (249 words) - 10:11, 17 May 2008
  • Minimum volume that Level->Engine-Client->ParticleDensity is allowed to scale us to.
    2 KB (291 words) - 10:10, 17 May 2008
  • skill modifier (same scale as game difficulty)
    10 KB (1,157 words) - 10:11, 17 May 2008
  • skill modifier (same scale as game difficulty)
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  • skill modifier (same scale as game difficulty)
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  • skill modifier (same scale as game difficulty)
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  • tracks DesiredRotation.Yaw in physicsRotation in order to scale rotation rate to delta Yaw.
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  • {{code|function '''ClientAdjustGlow''' ([[float]]&nbsp;'''scale''', {{tl|Vector|Object|structs}}&nbsp;'''fog''')}} {{code|function '''ClientFlash''' ([[float]]&nbsp;'''scale''', {{tl|Vector|Object|structs}}&nbsp;'''fog''')}}
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  • {{code|function '''ClientAdjustGlow''' ([[float]]&nbsp;'''scale''', {{tl|Vector|Object|structs}}&nbsp;'''fog''')}} {{code|function '''ClientFlash''' ([[float]]&nbsp;'''scale''', {{tl|Vector|Object|structs}}&nbsp;'''fog''')}}
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  • {{code|function '''ClientAdjustGlow''' ([[float]]&nbsp;'''scale''', {{tl|Vector|Object|structs}}&nbsp;'''fog''')}} {{code|function '''ClientFlash''' ([[float]]&nbsp;'''scale''', {{tl|Vector|Object|structs}}&nbsp;'''fog''')}}
    18 KB (1,765 words) - 10:10, 17 May 2008
  • {{code|function '''ClientAdjustGlow''' ([[float]]&nbsp;'''scale''', {{tl|Vector|Object|structs}}&nbsp;'''fog''')}} {{code|function '''ClientFlash''' ([[float]]&nbsp;'''scale''', {{tl|Vector|Object|structs}}&nbsp;'''fog''')}}
    20 KB (1,990 words) - 10:11, 17 May 2008
  • {{code|function '''ClientAdjustGlow''' ([[float]]&nbsp;'''scale''', {{tl|Vector|Object|structs}}&nbsp;'''fog''')}} {{code|function '''ClientFlash''' ([[float]]&nbsp;'''scale''', {{tl|Vector|Object|structs}}&nbsp;'''fog''')}}
    32 KB (3,096 words) - 10:11, 17 May 2008
  • ====Scale====
    2 KB (194 words) - 10:11, 17 May 2008
  • ====Scale====
    2 KB (254 words) - 10:11, 17 May 2008
  • #REDIRECT [[UE2:Object structs (U2)#Scale]]
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  • #REDIRECT [[UE2:Object structs (U2XMP)#Scale]]
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  • #REDIRECT [[UE2:Object structs (UE2Runtime)#Scale]]
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  • #REDIRECT [[UE2:Object structs (UT2003)#Scale]]
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  • #REDIRECT [[UE2:Object structs (UT2004)#Scale]]
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  • How much to scale this sound when its source and the player move relative to each other.
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  • ...from wheel bone to line check point (middle of tyre). NB: Not affected by scale.
    4 KB (545 words) - 10:11, 17 May 2008
  • ...from wheel bone to line check point (middle of tyre). NB: Not affected by scale.
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  • ...from wheel bone to line check point (middle of tyre). NB: Not affected by scale.
    5 KB (570 words) - 10:11, 17 May 2008
  • scale friendly fire damage by this value '''Default value, index 3:''' "Friendly Fire Scale"
    12 KB (1,352 words) - 10:10, 17 May 2008
  • scale friendly fire damage by this value '''Default value, index 2:''' "Friendly Fire Scale"
    13 KB (1,663 words) - 10:11, 17 May 2008
  • ; {{tl|Vector|Object|structs}} Scale : <!-- enter variable description -->
    8 KB (1,022 words) - 10:11, 17 May 2008
  • ; {{tl|Vector|Object|structs}} Scale : <!-- enter variable description -->
    7 KB (857 words) - 10:11, 17 May 2008
  • ; {{tl|Vector|Object|structs}} Scale : <!-- enter variable description -->
    8 KB (1,022 words) - 10:10, 17 May 2008
  • ; {{tl|Vector|Object|structs}} Scale : <!-- enter variable description -->
    9 KB (1,050 words) - 10:10, 17 May 2008
  • ; {{tl|Vector|Object|structs}} Scale : <!-- enter variable description -->
    9 KB (1,065 words) - 10:11, 17 May 2008
  • amount to scale volume by for use with MakeNoise
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  • scale damage to player based on game difficulty (singleplayer only, hard-coded to scale damage to player based on game difficulty (singleplayer only, hard-coded to
    8 KB (876 words) - 10:10, 17 May 2008
  • rate to scale Pawn's acceleration by when matching enemy's velocity during melee attack, amount to scale melee range by when checking for damage to target
    16 KB (1,983 words) - 10:10, 17 May 2008
  • ...eal-world units such as [[wp:meter|meter]] or [[wp:inch|inch]]. The actual scale depends on the game. ...erage human's size. You will often notice that the horizontal and vertical scale don't quite match:
    3 KB (384 words) - 09:16, 9 March 2016
  • | "Scale:" | "Changes the crosshair scale."
    18 KB (1,951 words) - 10:11, 17 May 2008
  • amount we need to scale gravity by for Newtonian physics calculations to work
    18 KB (1,938 words) - 10:10, 17 May 2008
  • ...ion [[float]]&nbsp;'''Remap''' ([[float]]&nbsp;'''in''', [[float]]&nbsp;'''scale''', [[float]]&nbsp;'''exp''', [[float]]&nbsp;'''ratemax''')}}
    6 KB (650 words) - 10:11, 17 May 2008
  • ...oc''', {{tl|Rotator|Object|structs}}&nbsp;'''AxisRot''', [[float]]&nbsp;'''Scale''', optional&nbsp;[[bool]]&nbsp;'''bPersistentLines''')}}
    18 KB (2,200 words) - 18:46, 10 November 2010
  • ...kelControlScale''' ([[name]]&nbsp;'''SkelControlName''', [[float]]&nbsp;'''Scale''')}}
    16 KB (1,945 words) - 09:31, 29 November 2008
  • ..., optional&nbsp;[[float]]&nbsp;'''Rate''', optional&nbsp;[[float]]&nbsp;'''Scale''', optional&nbsp;[[float]]&nbsp;'''BlendInTime''', optional&nbsp;[[float]]
    3 KB (352 words) - 07:32, 27 August 2011
  • ; [[float]] Scale : <!-- enter variable description -->
    5 KB (613 words) - 10:11, 17 May 2008
  • ; {{tl|Vector2D|Object|structs}} PlayRateRange : Animation Play Rate Scale
    2 KB (192 words) - 10:11, 17 May 2008
  • ; [[float]] RateScale : Rate Scale Adjust the Rate Scale of a group
    3 KB (327 words) - 10:11, 17 May 2008
  • ; [[float]] RateScale : Rate Scale Adjust the Rate Scale of a group
    6 KB (676 words) - 10:11, 17 May 2008
  • Should interpolate color scale values Total time for color scale interpolation to complete
    11 KB (1,336 words) - 08:40, 23 May 2008
  • ...at]]&nbsp;'''X''', [[float]]&nbsp;'''Y''', optional&nbsp;[[float]]&nbsp;'''Scale''')}} ...'UEndPct''', [[float]]&nbsp;'''VEndPct''', optional&nbsp;[[float]]&nbsp;'''Scale''')}}
    15 KB (1,968 words) - 04:42, 4 October 2008
  • Desired color scale upon entering volume Interpolation time for the color scale
    1 KB (157 words) - 08:40, 23 May 2008
  • ====Scale==== The scale of the wave
    1 KB (155 words) - 10:11, 17 May 2008
  • ====Scale==== The scale of the wave
    1 KB (155 words) - 10:11, 17 May 2008
  • A scale applied to blooming colors.
    495 B (53 words) - 10:11, 17 May 2008
  • * ''ScaleX'' - Text horizontal scale * ''ScaleY'' - Text vertical scale
    9 KB (1,163 words) - 02:51, 16 August 2009
  • The scale factors applied to the directional static lighting. The minimum scale to draw foliage instances at.
    3 KB (376 words) - 10:11, 17 May 2008
  • :the percentage scale required to match the size of the multi-font's closest matching subfont.
    4 KB (580 words) - 08:40, 23 May 2008
  • The amount to scale all waveforms by (user settable) (TCR C5-3)
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  • Scale applied to game rate.
    14 KB (1,683 words) - 02:56, 16 August 2009
  • affects the scale for the fog layer's thickness
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  • | "Color Scale"
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  • | "SkelControl Scale"
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  • | {{tl|Scale||PrimitiveComponent properties}}
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  • ====Scale====
    569 B (65 words) - 08:40, 23 May 2008
  • ; [[bool]] bNormalizeTime : if true, then the CycleTime is used to scale time so all keys are between zero and one *
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  • The bias scale value
    691 B (77 words) - 10:11, 17 May 2008
  • The bias scale value
    742 B (85 words) - 10:11, 17 May 2008
  • The bias scale value
    846 B (97 words) - 10:11, 17 May 2008
  • ; [[bool]] bNormalizeTime : if true, then the CycleTime is used to scale time so all keys are between zero and one *
    7 KB (756 words) - 10:11, 17 May 2008
  • This is a scale that could be considered as the "sensitivity" of the blur.
    1 KB (152 words) - 08:40, 23 May 2008
  • | {{tl|Scale||PrimitiveComponent properties}}
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  • ; [[bool]] bScale : If TRUE, scale the associated value by the given value.
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  • If TRUE, apply the noise scale to the beam. A scale factor that will be applied to the noise range.
    5 KB (565 words) - 08:40, 23 May 2008
  • This is a value that is used to scale the bounds to 'assist' in avoiding interpentration
    5 KB (504 words) - 08:40, 23 May 2008
  • The scale factor for the alpha. The scale factor for the color.
    2 KB (159 words) - 08:40, 23 May 2008
  • Whether to scale the UV or not - ie, the model wasn't set with sub uvs
    4 KB (514 words) - 08:40, 23 May 2008
  • ====Scale====
    1 KB (117 words) - 08:40, 23 May 2008
  • SSBL - Scale Size By Life SizeLifeMultiplier - Size scale factor
    8 KB (790 words) - 08:40, 23 May 2008
  • ====Scale====
    919 B (84 words) - 08:40, 23 May 2008
  • ...oc''', {{tl|Rotator|Object|structs}}&nbsp;'''AxisRot''', [[float]]&nbsp;'''Scale''', optional&nbsp;[[bool]]&nbsp;'''bPersistentLines''')}} Returns the rumble scale (or 1 if none is specified)
    39 KB (4,259 words) - 03:33, 16 August 2009
  • ; [[float]] Bloom_Scale : Scale for the blooming.
    7 KB (815 words) - 08:40, 23 May 2008
  • ====Scale====
    15 KB (2,023 words) - 08:40, 23 May 2008
  • This parameters allows you to scale the auto-generated value for this specific body. Scale factors for each CollisionGeom entry. CollisionGeom.Length == CollisionGeom
    4 KB (474 words) - 10:11, 17 May 2008
  • ...rimComp2''', {{cl|RB_ConstraintSetup}}&nbsp;'''Setup''', [[float]]&nbsp;'''Scale''', {{cl|Actor}}&nbsp;'''InOwner''', {{cl|PrimitiveComponent}}&nbsp;'''InPr Scale Angular Limit Constraints (as defined in RB_ConstraintSetup)
    8 KB (933 words) - 08:40, 23 May 2008
  • Positions are in Physics scale. Location of constraint in Body1 reference frame. Physics scale.
    5 KB (658 words) - 08:40, 23 May 2008
  • scale field of view so that there can be some overdraw
    1 KB (167 words) - 10:11, 17 May 2008
  • scale field of view so that there can be some overdraw
    729 B (83 words) - 10:11, 17 May 2008
  • The scale which is applied to the shadow-map coordinates before sampling the shadow-m
    922 B (118 words) - 10:11, 17 May 2008
  • Scale of each of the ClothMesh objects in cache. This array is same size as Cloth
    13 KB (1,740 words) - 08:40, 23 May 2008
  • ...kelControlScale''' ([[name]]&nbsp;'''SkelControlName''', [[float]]&nbsp;'''Scale''')}} ...kelControlScale''' ([[name]]&nbsp;'''SkelControlName''', [[float]]&nbsp;'''Scale''')}}
    4 KB (439 words) - 10:11, 17 May 2008
  • Used to scale speed of all animations on this skeletal mesh.
    12 KB (1,643 words) - 10:11, 17 May 2008
  • Scale applied in physics when RootMotionMode == RMM_Accel
    13 KB (1,593 words) - 08:40, 23 May 2008
  • Inertia Tensor Multipler - allows you to scale the components of the pre-calculated inertia tensor Hacky - used to scale hurtradius applied impulses
    10 KB (1,191 words) - 08:40, 23 May 2008
  • ...from wheel bone to line check point (middle of tyre). NB: Not affected by scale.
    5 KB (597 words) - 10:11, 17 May 2008
  • | {{tl|Scale||PrimitiveComponent properties}}
    662 B (72 words) - 08:40, 23 May 2008
  • The scale factor to apply to the distance used in determining the tessellation ; [[float]] MinScale : The min scale to apply to the source mesh.
    17 KB (2,238 words) - 08:40, 23 May 2008
  • The horizontal scale factor The vertical scale factor
    5 KB (681 words) - 08:40, 23 May 2008
  • ; EAT_Scale : We are animating the scale of the widget
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  • Disables text scale customization allowing the string to use the values from the applied style. * ''MinScaleType'' - the scale type for the minimum value
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  • current rotation, scale, etc. ...this baby and update it any time the widget's position, anchor, rotation, scale, or parent changes.
    19 KB (2,382 words) - 03:52, 16 August 2009
  • Returns a matrix which includes the translation, rotation and scale necessary to transform a point from origin to the * ''bIncludeScale'' - specify FALSE to remove the viewport's scale from the resulting matrix
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  • ; UIAUTOSCALE_Normal : ''('''Standard''' in UnrealEd)'' scale the text to fit into the bounding region
    12 KB (1,795 words) - 10:11, 17 May 2008
  • ; [[float]] MinScale : ''('''Min Scale Value''' in UnrealEd)'' the minimum and maximum amount of scaling that can ; {{tl|Vector2D|Object|structs}} TextScale : text scale to use when rendering text
    51 KB (7,116 words) - 03:53, 16 August 2009
  • ...ont'' - if specified, a font which can provide a "base" resolution for the scale; otherwise, uses the values of the DFEAULT_SIZE_X/Y consts as the base reso Retrieves the scale factor for the viewport which renders this widget's scene. Only relevant i
    40 KB (5,623 words) - 10:11, 17 May 2008
  • Retrieves the configured auto-scale percentage. ...on to use for determining autoscale factor (only relevant for certain auto-scale modes).
    5 KB (714 words) - 03:58, 16 August 2009
  • ====Scale==== the scale to use for rendering text
    2 KB (240 words) - 08:40, 23 May 2008
  • | {{tl|Scale||PrimitiveComponent properties}}
    5 KB (538 words) - 08:40, 23 May 2008
  • | {{tl|Scale||PrimitiveComponent properties}}
    2 KB (180 words) - 08:40, 23 May 2008
  • | {{tl|Scale||PrimitiveComponent properties}}
    2 KB (194 words) - 08:40, 23 May 2008
  • | {{tl|Scale||PrimitiveComponent properties}}
    2 KB (198 words) - 04:00, 16 August 2009
  • | {{tl|Scale||PrimitiveComponent properties}}
    2 KB (194 words) - 04:02, 16 August 2009
  • | {{tl|Scale||PrimitiveComponent properties}}
    3 KB (324 words) - 08:40, 23 May 2008
  • | {{tl|Scale||PrimitiveComponent properties}}
    5 KB (553 words) - 04:06, 16 August 2009
  • | {{tl|Scale||PrimitiveComponent properties}}
    11 KB (1,212 words) - 04:07, 16 August 2009
  • | {{tl|Scale||PrimitiveComponent properties}}
    3 KB (350 words) - 04:08, 16 August 2009
  • | {{tl|Scale||PrimitiveComponent properties}}
    1 KB (137 words) - 08:40, 23 May 2008
  • This will scale the player's rotation speed depending on the location of their thumbstick a
    5 KB (608 words) - 04:15, 16 August 2009
  • Multiplier used to scale the sensitivity of the turning.
    7 KB (838 words) - 04:15, 16 August 2009
  • Scale for deployable when being scaled for a preview in a stealth vehicle
    8 KB (960 words) - 04:37, 16 August 2009
  • | {{tl|Scale||PrimitiveComponent properties}}
    5 KB (545 words) - 04:39, 16 August 2009
  • | {{tl|Scale||PrimitiveComponent properties}}
    3 KB (327 words) - 08:40, 23 May 2008
  • | {{tl|Scale||PrimitiveComponent properties}}
    4 KB (407 words) - 08:40, 23 May 2008
  • | {{tl|Scale||PrimitiveComponent properties}}
    4 KB (432 words) - 08:40, 23 May 2008
  • | {{tl|Scale||PrimitiveComponent properties}}
    6 KB (698 words) - 10:11, 17 May 2008
  • scale for meshes in this family when driving a vehicle
    15 KB (1,846 words) - 04:46, 16 August 2009
  • Scale of toast message background image and text
    7 KB (820 words) - 04:59, 16 August 2009
  • Weapon bar top left corner at 1024x768, normal scale
    35 KB (4,352 words) - 05:03, 16 August 2009
  • | {{tl|Scale||PrimitiveComponent properties}}
    6 KB (721 words) - 08:40, 23 May 2008
  • Holds the MIC that will be used to scale/rotate the map Background
    8 KB (980 words) - 08:40, 23 May 2008
  • scale when rebuilding/at home scale when viewed by player holding orb and driving hoverboard
    16 KB (1,862 words) - 08:40, 23 May 2008
  • skel control used to scale the orb when it should/shouldn't be visible
    7 KB (793 words) - 10:11, 17 May 2008
  • | {{tl|Scale||PrimitiveComponent properties}}
    6 KB (684 words) - 08:40, 23 May 2008
  • | {{tl|Scale||PrimitiveComponent properties}}
    7 KB (695 words) - 08:40, 23 May 2008
  • bone scale destroyed panels are set to restores all of the panels to their default scale
    8 KB (899 words) - 10:11, 17 May 2008

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