I'm a doctor, not a mechanic
Difference between revisions of "Legacy:Corona"
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# Place a [[Legacy:Light|Light]] wherever you want the corona to appear. | # Place a [[Legacy:Light|Light]] wherever you want the corona to appear. | ||
− | # Open the [[Legacy:Texture Browser|Texture Browser]] and select a corona texture. | + | # Open the [[Legacy:Texture Browser|Texture Browser]] and select a corona texture. There are some in "EmitterTextures.Flares" and "EpicParticles.Flares". |
# Open the [[Legacy:Actor Properties|Actor Properties]] for the light. [[Legacy:Set The Following Properties|Set the following properties]]: | # Open the [[Legacy:Actor Properties|Actor Properties]] for the light. [[Legacy:Set The Following Properties|Set the following properties]]: |
Revision as of 05:38, 20 November 2005
A corona is created by making a light that has a skin associated with it. It is often erroneously called lens flare.
Contents
UT
Here are the steps for making a corona in UT:
- Place a Light (UT) wherever you want the corona to appear.
- Open the Texture Browser and select a corona texture. There are some nice ones in GenFX and City.
- Open the Actor Properties for the light. Set the following properties:
Group | Property | Value | Explanation |
Display | Skin | Click Use to give your light the texture you just picked out. | |
Display | DrawScale | 0.1...0.3 | Scales the corona image; with 1.0 it's rather large. One unfortunate consequence of this is that this property also scales the actor icon in UnrealEd, making corona actors hard to find. |
LightColor | Brightness | 0.0 | Set so that your corona won't also cast light. You'll need to use a second light for that. |
LightColor | LightHue | Set a colour for your corona (if you are using a white skin that is, if you have a colored one then just leave it). | |
Lighting | bCorona | True | bLensFlare was used with Unreal1 and is obsolete in UnrealTournament. |
Lighting | LightRadius | Anything | sets how far the corona will be visible in game |
The map must be rebuilt (including geometry) to see the effect.
UT 2004
Here are the steps for making a corona in UT2004:
This is probably the same in UT2003
- Place a Light wherever you want the corona to appear.
- Open the Texture Browser and select a corona texture. There are some in "EmitterTextures.Flares" and "EpicParticles.Flares".
- Open the Actor Properties for the light. Set the following properties:
Group | Property | Value | Explanation |
Display | Skin | Click Use to give your light the texture you just picked out. | |
Display | DrawScale | 0.1...0.3 | Scales the corona image; with 1.0 it's rather large. One unfortunate consequence of this is that this property also scales the actor icon in UnrealEd, making corona actors hard to find. |
LightColor | Brightness | 0.0 | Set so that your corona won't also cast light. You'll need to use a second light for that. |
LightColor | LightHue | Set a colour for your corona (if you are using a white skin that is, if you have a colored one then just leave it). | |
Lighting | bCorona | True | bLensFlare was used with Unreal1 and is obsolete in UnrealTournament. |
Lighting | LightRadius | anything | sets how far the corona will be visible in game |
The map must be rebuilt (including geometry) to see the effect.
Other Properties
Other Corona properties you might be interested in.
Group | Property | Value Type | Explanation |
Lighting | bDirectionalCorona (UT2k4) | Bool | Activates/Deactivates Directional Coronas |
Corona | CoronaRotation (UT2k4) | Float | If bDirectionalCorona True, will set the corona's rotation |
Corona | CoronaRotationOffset (UT2k4) | Float | ...???... |
Corona | MaxCoronaSize | Float | The maximum size the corona can achieve |
Corona | MinCoronaSize | Float | The minimum size the corona must achieve |
Corona | UseOwnFinalBlend | Bool | ...???... |
Display | ScaleGlow | Float | Rate of fadein/out |
Caveats
- Coronas can only be seen through masked semisolid or nonsolid brush.
- A corona textured light can also be used as a light emitting source, but the corona will only be seen in game as far as the radius is set.
- To make a small radius light seen from afar, use 2 lights. Set the corona textured light actor brightness -> 0.
Viewing Coronas in UnrealEd
(Could someone confirm which rendering modes display them in UnrealEd?)
- Type camera open into the UnrealEd Console
- Maximize the floating viewport
- The viewort should use accelerated rendering and show lens flares.
- Press Alt+Tab to return to UnrealEd.
Caveats
Birelli: Software rendering in UED does not display coronas as D3D does. As for looking at it in the editor I always just right-click the top bar of my 3-D viewport and go down to D3D, I'm not sure what this camera open thing does though, maybe it's better
Tarquin: "Camera Open" opens a floating viewport you can maximize to the entire screen. It's good for people with a dinosauresque 2-card setup who can only run OpenGL fullscreen (like me)
Generic Badass: Go into advanced properties, rendering, software rendering, coronas = true. then you can see coronas in software mode in UT and UnrealEd.
Comments
Tarquin: Do we need to update this for UT2003?
MythOpus: I think So. Unfornately, I haven't mapping lately to see whats changed...
SirKline: That worked for me in UT2004. Hope, its clear now.
SuperApe: Does anyone know about a limit on the number of visible coronas in UT2003? (A friend is saying he can't see more than 64)
MythOpus: The properties of a light now have added options. One of them is ' Coronas '. In this list you can choose the min. distance and max distance of the corona as well as the Size of it.
Related Topics
- Lighting topic page
- Light (UT) class reference
- Actor (UT)/Lighting – Reference page for Lighting and LightColor properties