Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
Legacy:Lighting Basics
Adding light to a level is one of the key steps of creating a beautiful and complete map. Lighting shouldn't be used solely to provide light to your work, but to create atmosphere, enhance textures, and complement textures.
Contents
Let There Be Light![edit]
To add a light to your map do one of the following:
- Right-click the surface you want the light to appear on, and select Surface Context Menu -> Add Light here.
- Hold down the L key and left-click in a 3D Viewport.
Positioning Lights[edit]
Once you have lights in a map you can duplicate them the same as any other actor. You can move the light easlily with Control + left mouse in the 2D viewports. It can also be moved in the 3D viewport, but the mouse control is a little more involved.
Approximate Versus Exact Light[edit]
Although lighting will appear to show while inserting lights into a map, the light is approximate should you change its properties or move it. To get a correct render of the lights, rebuild your map: click on the little 'lightBulb' icon in the UnrealEd toolbar.
Changing Light Properties[edit]
The procedure for changing a lights' property is:
- Right-click the light and go to the Actor Properties Window
- Expand the property
- Drag the slider with the mouse or enter a number
Essential Properties[edit]
Summary here:
Property | Description | Location | UT | UT2k3 |
Radius | Changes the spherical area size the light can affect. The default light radius is 64 and is usually either too big or too small. | Lighting -> LightRadius | * | * |
Color & Brightness | Sets the light brightness, color and depth or richness the color. By clicking the Color button in the upper right corner of the key, a color can be selected visually. | LightColor -> LightBrightness, LightHue, LightSaturation | * | * |
Corona | Used to show a corona from the light source. Not to be mistaken for a Lens Flare. | Lighting -> bCorona | * | * |
Fog | Depth of vision per map or zone | Lighting -> VolumeBright,VolumeFog,VolumeRadius | * | |
Special Lit | Allows a light to affect only certain surfaces. See special lit for more. | Lighting -> SpecialLit | * | * |
Light Types | shapes and movement | Lighting -> LightType | * | projector |
Light Effects | Modulates brightness | Lighting -> LightEffect | * | projector |
Light phase | Sets start of cycle for light animation. Used with LightEffects and LightTypes. | Lighting -> bLightPhase | * | ? |
Cycled colors | Texture palette effect | location | * | ? |
Movable | Allows light to be movable when attached to a mover | Advanced -> bMovable | * | * |
Fool around with different values to achieve the look you desire. See Actor (UT)/Lighting to see all the property details that can be changed.
Things to write about (in here?)[edit]
- Light types(cylinder)
- Using in addition to fog
Related Topics[edit]
- Lighting is the hub for everything on lighting
- Creating light animations
- Creating textures for cycled colors
- Light Effects
Comments[edit]
ViKTiM: I have found that a lot of lights with a colour saturation of 0 screw your frame rate considerably, USE THEM SPARINGLY!!
Tarquin: Great :D Should we link Actor/Lighting too?
Sobiwan: I dunno; I dont use UT2k3. :(
Shuriken: Half updated table for 2k3... don't do much lighting though, so don't know it all.