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- * set all unseen [[Legacy:BSP Surface|BSP surface]]s to unlit (those completely behind static meshes or terrain) *set bsp surfaces where shadow detail is not needed to 256 ...421 bytes (68 words) - 01:57, 21 July 2004
- ...are being applied to. The effect is a rather ugly "zebra stripe" effect on surfaces as the lightmap repeats itself many times over the face of the object. ==Unlit Surfaces== ...4 KB (690 words) - 22:23, 21 May 2010
- ...window that sets properties, shows stats and allows texture alignment for surfaces. ...y when the selection is changed: see [[Legacy:Selecting Surfaces|Selecting surfaces]] for more on this. ...2 KB (300 words) - 12:02, 11 December 2015
- ;Texture Usage (Alt+3) : Set this viewport to perspective unlit texture usage view. Each [[BSP surface]]'s texture is replaced with a disti ;BSP Cuts (Alt+4) : Set this viewport to perspective unlit BSP cuts view. ...6 KB (914 words) - 11:15, 27 January 2011
- ...channel as the result of the result of the shader, which then is rendered "unlit". ...material is applied. This can be used to e.g. make some parts of a surface unlit, while the other parts still use the regular lighting. ...4 KB (626 words) - 04:32, 19 July 2008
- ...ed on meshes, [[Legacy:Static Mesh|static mesh]]es, and [[Legacy:BSP|BSP]] surfaces, they are not supported by [[Legacy:ParticleEmitter|ParticleEmitter]]s or b ...ed in conjunction with its mask, different parts of the texture can become unlit. ...3 KB (449 words) - 14:36, 23 November 2005
- ...lit or brighter, 254 means the actor is always rendered twice as bright as unlit ; bool bUseLightingFromBase : Use Unlit/AmbientGlow from Base ...5 KB (778 words) - 02:29, 30 July 2005
- * [[Legacy:Fluid Surfaces|Fluid Surfaces]] tutorial * [[Legacy:Holes In Fluid Surfaces|Holes In Fluid Surfaces]] tutorial ...6 KB (823 words) - 06:00, 15 July 2009
- ...Ed Viewport|UnrealEd Viewport]]. See [[Legacy:Selecting Surfaces|Selecting surfaces]] for shortcuts and key combinations. ...name of the texture applied to those surfaces is displayed (unless several surfaces have different textures). ...8 KB (1,319 words) - 07:40, 14 April 2010
- Check '''modulated''' and '''unlit'''. Use with surfaces that have a grey background, such as Botpack.Wallcrack1. ...2 KB (381 words) - 04:27, 1 June 2006
- It was designed for making certain poly's of models unlit or modulated, on a per-face-basis (yes, you can do that!). <br /> ;Unlit: not reactive to lighting, i.e. no shading, constantly full brightness. If ...4 KB (754 words) - 05:39, 9 May 2014
- ...ur preview window. When moving your camera, the view will be in the faster unlit mode. When you stop moving, the view will revert to full lighting. ...elect an object such as "PathNode". Now hold the "A" key while clicking on surfaces in your preview window, this will drop an actor of the selected type with e ...6 KB (1,131 words) - 10:47, 27 December 2010
- * light bounces off surfaces * light is absorbed by surfaces ...12 KB (2,027 words) - 04:31, 8 January 2007
- ...ags (UT)]] tab check ''Fake Backdrop'' and ''Unlit''. If you don't make it unlit than your level's lighting might spoil the nice lighting in your skybox. Ex * To see the skybox projected on surfaces in the editor, make sure [[Legacy:Realtime Preview|realtime preview]] mode ...9 KB (1,558 words) - 11:52, 2 March 2016
- * using [[Legacy:Special Lit|special lit]] & unlit surfaces ...4 KB (657 words) - 18:08, 11 May 2015