Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
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.
Let There Be Light!
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.
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
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
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
|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?)
- Light types(cylinder)
- Using in addition to fog
- Lighting is the hub for everything on lighting
- Creating light animations
- Creating textures for cycled colors
- Light Effects
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.