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  • |Add light there.
    5 KB (726 words) - 01:19, 10 June 2010
  • ...bjects will be stopped dead (more or less) upon reaching the limit. A very light force will cause a "springy" return to the limits.
    29 KB (4,874 words) - 15:10, 22 October 2005
  • ...rning experience. Still trying to get the false prophet to have an ambient light attached and get some emitter fx floating out of him so that he's an obviou
    18 KB (3,246 words) - 11:34, 24 July 2003
  • ...I set it up so that a rocket puts him down for 3 seconds, he's out like a light if he gets hit by a shock combo. If, however, it's set so that a shock comb Hopefully this will shed some light on the karna networking topic and get more mods looking and feeling realist
    48 KB (7,108 words) - 05:22, 14 September 2006
  • ...e consideration should be given to their use - lens flares do not occur on light sources viewed with the naked eye. Also, lens flares can make it harder to ...that are displayed around light sources, but stick at the place where the light is are [[Legacy:Corona|corona]]s. For some reason they're frequently errone
    8 KB (1,157 words) - 20:30, 2 March 2007
  • how much to scale it by to fit popular light textures. ...on-solid cube brush. Then, I vertex edit the bottommost (or topmost if the light box with come from bottom source) side outwards to be the shape of a lightb
    1 KB (182 words) - 23:30, 13 January 2005
  • In technical terms, lighting is fairly simple: place many [[Legacy:Light|Light]] actors in the map, [[Legacy:Rebuild|rebuild]] and the map is lit. Good li * [[Legacy:Light|Light]]
    4 KB (657 words) - 20:08, 11 May 2015
  • ...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 te ==Let There Be Light!==
    4 KB (577 words) - 18:06, 18 March 2010
  • ...sense that the surface is fully bright but that the surface won't have any light on it at all. To remedy the situation, set '''bClearToFogColor''' to ''fals ...GB8 lightmap. Ugly bright partial circles appears in certain distance from light sources and thay look really bad. There is NO problem on Windows client tho
    4 KB (674 words) - 15:31, 30 April 2018
  • All fingers intact, though I did manage to light 40 rockets at once, IN MY HAND. Lucky me, they were small, so I dropped 'em
    4 KB (734 words) - 18:12, 24 May 2004
  • {{classbox| [[Legacy:UT|UT]] :: [[Legacy:Actor|Actor]] >> Light}} ...is the specification for the Light class. For a general overview of how to light a map, see [[Legacy:Lighting|Lighting]].
    3 KB (407 words) - 19:49, 2 December 2005
  • {{classbox| [[Legacy:UT2003|UT2003]] :: [[Legacy:Actor|Actor]] >> Light (Package: Engine)}} ...T2003 version of Light. For [[Unreal Tournament|UT]] version, see [[Legacy:Light (UT)]].''
    1 KB (136 words) - 13:51, 2 December 2014
  • * Put up at least one light at any (well, "any") distance (uu (and meters?)).
    971 B (166 words) - 14:51, 4 May 2003
  • ===Creating a light map for an object=== ...static meshes using the [[Legacy:UV2Texture|UV2Texture]] display property; light map UV maps must normally be given the name 'UV2' (hence the name 'UV2Textu
    12 KB (2,107 words) - 21:47, 29 July 2005
  • ...[[Legacy:Lighting|lighting]] in your map? You have to understand how real light works and what tools are available in Unreal to emulate it. ==Understanding How Light Works==
    12 KB (2,027 words) - 06:31, 8 January 2007
  • ...a light first. If you go a couple buttons over and switch back to Dynamic Light, you will notice that you can't see the grid lines through the cube any lon ...red for a moment so you can see what you're doing as there is currently no light in the scene.
    16 KB (3,012 words) - 10:48, 5 February 2008
  • ...doesnt apply to all versions of the engine. Ok so I added the rest of the light effects and types. Unfortunatly I have no clue what they do I just thought ; LT_Steady : Normal light. Probably the one you'll use most often.
    9 KB (1,529 words) - 11:41, 12 May 2009
  • ==Light In The Dark (almost)==
    6 KB (1,097 words) - 00:01, 29 January 2004
  • **sub light speed laster gun (think star wars blaster rifles)
    19 KB (3,349 words) - 18:22, 6 April 2006
  • ; float LightBrightness : Brightness of light this actor is to emit ; byte LightHue : Hue for light this actor is to emit
    54 KB (7,693 words) - 06:06, 20 February 2007
  • ...a [[Legacy:Vertex|vertex]] at its top and bottom, this causes the game to light the visible side of your stair case individually for each stair. This makes
    5 KB (827 words) - 22:55, 6 August 2006
  • {{innerbox| Winds and storms, embrace us now, <br />Lay waste the light of day, <br />Open gates to darker lands <br />We spread our wings and fly
    2 KB (316 words) - 13:44, 26 June 2010
  • | style="text-align: center" |light
    6 KB (894 words) - 02:53, 29 January 2007
  • ...be able to both find it and avoid it (give it [[Legacy:Actor (UT)/Lighting|light]] properties, for example). You can put the MusicEvent actor anywhere you w
    8 KB (1,345 words) - 15:31, 24 January 2015
  • ...ane of the other three points), which there is no obviously correct way to light/draw. It's probably best to fix these as they occur by using the Split Poly
    12 KB (2,137 words) - 21:53, 19 May 2006
  • [[Legacy:Add An Actor|Add an Actor]] >> [[Legacy:Light (UT)|Light (UT)]] >> [[Legacy:TorchFlame|TorchFlame]] where you want the flame to go. Flames usually don't cast white light. Make sure the light you set matches the flames accordingly (with the GreatFire packages, most f
    1 KB (237 words) - 08:14, 5 April 2011
  • ...ghtRadius''' of the Light actors in your map. That's important because the Light radii in your map would be too big if you scaled the map down.
    3 KB (540 words) - 00:51, 28 November 2006
  • ...hing wrong when exporting it from Max, like leaving a hidden object like a light around or something
    5 KB (803 words) - 19:31, 18 July 2003
  • # [[Legacy:Creating Light|Creating Light]] - Unless you want to play in the dark. # [[Legacy:Place A Light|Place a Light]] and build the lighting so you can see
    4 KB (603 words) - 08:33, 22 February 2008
  • ...om on either side (usually doors ''do'' lead to somewhere). Texture it and light it, whatever you need to do to make your level to your liking. Then make th
    2 KB (394 words) - 18:14, 17 December 2005
  • I also added the Flamethrower model ingame, with pilot light, sounds & animation. I even added a rest animation if you are not moving f
    13 KB (2,053 words) - 06:27, 8 February 2004
  • ...adding the static mesh "HumanoidArchitecture.Lights.PanLightB" behind your light actor. Looks better, doesn't it? Lights are some of the most overlooked th ...LightSaturation sets the extent of coloration. Now set LightHue to 35. The light is a good flame color.
    25 KB (4,591 words) - 14:36, 3 September 2009
  • ...ghts anymore, which I find to be a shame. I mean look around yourself, the light you see around you is not just one colour, and if it is it sure as *ell not ...use special effects such as flickering, Strobe and other to create a rich light map.
    11 KB (1,873 words) - 06:09, 11 May 2010
  • * set it to cast a small circle of light (set Lighting -> LightType and LightColor properties)
    10 KB (1,792 words) - 06:22, 27 December 2018
  • * The radius of the torch light is configurable. '''Wormbo:''' Black fog != no light. But a Fog Match would be interesting, too... ;) For the code just downloa
    30 KB (5,402 words) - 03:47, 6 July 2010
  • You cant have the new unreal engine without a light saber mod. But I've got Ideas and It aint just no replacing the melee weapo * You light saber should be your primary weapon and should have various different attac
    3 KB (474 words) - 04:24, 8 February 2008
  • '''Foxpaw:''' Obelisk of light! That one looks neat.
    4 KB (651 words) - 01:06, 28 July 2006
  • ...y weapon is a stunner, but he can easily kill with his hands of steel. The light absorbant layer over his armour allows the Scout to hide in shadowy corners ...ainst concussion damage, and in close combat.<br />&ndash; FlexPlast: This light armour is ineffective against bullets and other point attacks, but is absor
    8 KB (1,329 words) - 12:01, 28 June 2003
  • ..., a class system (5 classes: scout, heavy and light fighter, and heavy and light bomber, with unique characteristics each), i even have a gametype done, its
    22 KB (3,799 words) - 22:54, 23 November 2010
  • ...e his own unique craft. There are two types of "hull" available. A small light hull, ideal for "flag run" type work and a heavier hull whos purpose is to
    6 KB (1,130 words) - 19:50, 23 December 2004
  • ...V Camera mode would be a large undertaking so I doubt it will ever see the light of day (although Epic would be wise to add it in UT 2005!)
    7 KB (1,345 words) - 23:51, 28 December 2003
  • Also I could even have filters to say detect movement or infa-red. Or have a light switch. So many ideas. * Light Perhaps?
    2 KB (327 words) - 19:19, 26 January 2006
  • ...eable. In the event that a car does get stuck somehow, they should be just light enough that judicious application of the shield gun can nudge it back into
    15 KB (2,696 words) - 20:25, 18 November 2007
  • ...many features are wanted and balance issues. Armor loadout would be quite light or non-existant for Ninja group.
    4 KB (597 words) - 18:51, 8 August 2005
  • # Double damage, you weapons glow with a purple light, and the damage they deal is doubled.
    2 KB (300 words) - 01:30, 24 January 2005
  • ...the duration of the effect. I'm pretty sure I can't make the model's eyes light up, but I may try to have the character leave behind burning footprints or
    980 B (169 words) - 02:28, 25 August 2005
  • The Wisp is a small white orb of light with a see-through core and calm eyes that acts as a medic. The Wisp's firs
    7 KB (1,213 words) - 22:15, 9 August 2007
  • ...JECTSPACE}}:{{BASEPAGENAME}}/Iris]] &ndash; your "eyes" adjust to changing light levels.
    25 KB (3,301 words) - 07:22, 26 January 2008
  • * Using a mover instead of the ICH, this way you can make the light appear to go through the window ...mover in keyframe 0 there will be no shadow cast by your window, allowing light through the opening giving a more realistic appearance.
    6 KB (1,132 words) - 15:17, 27 September 2013
  • ...assuming this saves the game engine a bit of stress, not having to draw or light these. Go back to Top View and select all the MoverGuides (if they aren't a
    12 KB (2,180 words) - 18:25, 13 December 2007
  • ...do this anymore. You will need those updates. I hope this helps shed some light on everything. If not, drop me a line.
    6 KB (1,075 words) - 07:17, 9 October 2004
  • ...en a mover is going between areas with different brightnesses or colors of light. Note that BrushRayTraceKey is unused if the mover is dynamically lit.<br / ...orld at. Basically, whatever you set this to is where the mover will block light. A neat trick you can do with this property is to set it to an unused key w
    17 KB (2,517 words) - 20:28, 9 November 2016
  • ...to do, and only a miniscule percent of mods that get started ever see the light of day. And starting a mod that's a copy of another game or movie only adds
    26 KB (4,543 words) - 23:08, 2 December 2005
  • ...h format as well, for example DM-Plunge, every surface that has that weird light holder has trim, and it looks so much better. ...n to the player. Red or Blue lights talk about Team sides, a red flashing light warns of a hazard, a small spotlight beaming down on a spot in the layout b
    9 KB (1,524 words) - 14:07, 13 May 2008
  • ...*r^3, where n is the number of lights. So increasing the r on a particular light has a cubic detriment on its efficiency, whereas increasing n only has a li ...he BSP surface or static mesh it is intended to light. This will cause the light to be used for static map lighting, while not actually lighting players. Ho
    21 KB (3,652 words) - 15:43, 30 July 2007
  • '''Mosquito:''' I was thinking, in light of UT2k4, having all the different functions of the ship as different seats
    18 KB (3,219 words) - 09:44, 21 July 2006
  • ## Something so it displays (light, texture, static mesh)
    6 KB (915 words) - 13:40, 29 December 2010
  • ...hing like even a basic cube you'd see in Unreal. To fix that, we need some light: ...sions of your cube in any veiw (A 2D view is recommended), then click "Add light here" in the menu that pops up.
    2 KB (294 words) - 13:35, 17 December 2006
  • ...Legend of Zelda series being my favorite. (I'm making a UT2003 map of the Light World from the SNES game "A Link to the Past", for cryin' out loud.) I tend
    3 KB (483 words) - 06:14, 1 September 2003
  • ==The Legend of Zelda: The Light World (Map)==
    4 KB (751 words) - 05:15, 1 September 2003
  • ...n the Textures browser, select one of the textures, preferably one not too light or dark. In the Static Mesh browser, assign this single material to all thr
    5 KB (889 words) - 19:14, 2 December 2005
  • ...far. Next, place a [[Legacy:PlayerStart|PlayerStart]] and a [[Legacy:Light|Light]] (or [[Legacy:Actor|Actor]] in the first room, and [[Legacy:Rebuild|rebuil ...tc but can cause a SERIOUS impact on performance- before i attached corona light i was 90 FPS, after 20 FPS
    3 KB (496 words) - 21:28, 3 April 2006
  • Merely having thumbnails of each static mesh or texture puts this light years ahead of loading packages in UED just to look through them. With the
    7 KB (1,173 words) - 21:11, 7 July 2007
  • ...window for a [[Legacy:Level Screenshot|Level Screenshot]] by using dynamic light and [[Legacy:Realtime Preview|realtime preview]], and maybe deleting or [[L
    2 KB (307 words) - 20:57, 5 July 2006
  • ...d so on. So having a new branch of the Page class tree makes sense in this light. But...
    8 KB (1,270 words) - 09:19, 6 July 2005
  • ...when something is in front of them, and when they come to a (red) traffic light.
    12 KB (1,847 words) - 12:28, 28 September 2006
  • The Wisp is a small white orb of light with a see-through core and calm eyes that acts as a medic. The Wisp's firs
    7 KB (1,231 words) - 22:20, 9 August 2007
  • ## Level Ambient Light
    9 KB (1,471 words) - 00:48, 23 June 2002
  • ...' Wouldn't it be better to leave the lights on and simply amplify existing light? That's how real night vision systems work, so I'd think that would be cool ...it in dark rooms, where it sucked. I have a camera with NV and it amplifys light but not only the one we see, actually mostly the one we can't.
    4 KB (546 words) - 03:44, 28 April 2004
  • ...mporting tileset models, load the ASCII model into notepad and delete any 'light' nodes. The presence of these also seems to throw the import out of whack (
    3 KB (528 words) - 19:14, 29 August 2003
  • ...c lighting (no, projectors do not replace that as they don't actually cast light, and "casting shadow" is an unnecessarily complex ugly kludge; bDynamic doe
    12 KB (2,099 words) - 06:19, 17 September 2006
  • ...chnical/AnimNotifies/+cpptext&hl=en&ie=UTF-8 - perhaps that will shed some light for your more experienced guys. (Er, the content isn't available straight
    6 KB (886 words) - 11:59, 31 May 2005
  • ...&ndash; A flashlight script for UT2003 using both a dynamic projector and light
    5 KB (702 words) - 21:29, 5 November 2005
  • ...es''' and using '''objects'''. Every player, vehicle, weapon, pickup, and light is an object. Even abstract things like the game rules and the scoreboard
    6 KB (943 words) - 23:37, 25 November 2007
  • ...sed for all the various kinds of damage in the game. Let's make these guys light people on fire when they hit them - so set the damage type to be Thermal. ...as you touch the streaks in game they cause you to take damage as well as light on fire. You'll notice that the particles don't bounce off of you or get de
    18 KB (3,066 words) - 16:18, 2 April 2005
  • * have to trawl through the UT tree changing links, from Light to Light/UT for example, or
    7 KB (1,204 words) - 17:07, 27 November 2006
  • ...ate in the editor windows, you can make into a prefab. If you have a cool light that you want to use over again, you can create a prefab of it. If you hav
    6 KB (954 words) - 14:35, 8 January 2006
  • ...although it displays some oddities when scrolling with Opera 6; the light-blue background of the sidebar scrolls along (the text stays though), progr ...ebar) instead of light-blue like the normal pages. I think both should be light-blue.
    17 KB (2,946 words) - 19:04, 6 January 2007
  • |Surface only gets light from [[Legacy:Special Lit|Special Lit]] lights.
    9 KB (1,085 words) - 19:07, 12 August 2016
  • '''Wormbo:''' We still don't have a formal license for our content. In the light of the pending switch to MediaWiki we should probably decide on one of the
    12 KB (2,005 words) - 18:19, 3 March 2008
  • ...s that projector textures for light effects should be white where you want light cast, and mid-grey (127,127,127) where you don't. You don't need to set alp ..." What I haven't seen yet is anything explaining how to use projectors for light and shadow effects to those of us who like and generally have an easy time
    7 KB (1,118 words) - 19:11, 7 December 2007
  • ...l bEnviroMap) : Sets the display properties render style, texture, whether light should affect this Pawn and whether to use environment mapping for the text
    4 KB (543 words) - 19:21, 10 July 2003
  • // Light materials // Set light materials
    21 KB (2,560 words) - 22:54, 17 September 2003
  • ...y light and a flickering light (which is slightly brighter than the steady light), I realized that using brushes was going to be a pain. So I made one into ====Light====
    19 KB (3,441 words) - 05:21, 7 December 2006
  • This tutorial offers the very simple steps needed to add and place a light actor in your map and to see the results of building the lightmap. ...with the mouse on the '''exact''' location of where you want to place the light, do one of the following:
    2 KB (422 words) - 14:24, 28 December 2007
  • * [[Legacy:Place A Light|Place A Light]]
    3 KB (451 words) - 14:10, 8 February 2008
  • OK, so far you've got a box with some light. You're almost there!. This page covers the final step: placing a [[Legacy:
    4 KB (656 words) - 20:05, 5 November 2007
  • ...LE, etc. you're probably thinking that this is some kind of stripped down light version of Maya. Actually it is the complete version of Maya in all repects
    23 KB (3,638 words) - 03:34, 7 April 2006
  • ...ext Menu]] -> Select All FlyingPathNodes. If you have chosen Radii View, a light blue circle should now appear around each node. This indicates the flight
    5 KB (955 words) - 17:26, 16 November 2005
  • * 1409: Health pipe/bag cheat update, addition of "Red Light District" SNATCH map
    2 KB (316 words) - 14:56, 28 November 2006
  • # Light direction is assumed by LightMap # Limited light palette - The method used, must use a 256 color texture
    10 KB (1,709 words) - 19:40, 30 December 2004
  • * Each light source needs up to 6 projectors and 6 scripted textures on the minimum. ...images. In the case of my example, I used Movers (attached to the swinging light) as the positions of each camera for each scripted image. If you line up th
    4 KB (761 words) - 23:47, 7 July 2005
  • 'AmbientSound', 'Light', 'SpotLight', 'SunLight', 'TriggerLight',
    14 KB (1,391 words) - 04:31, 24 May 2007
  • ...ounces back at you, a value of 0.05 is used for the soil, as it drinks the light in and gives little back, the effect gives it a very dull sheen, the mud ge
    6 KB (1,093 words) - 12:14, 23 February 2008
  • ...nd it, and select SkyLight, Right click anywhere on the ground and add the light to illuminate the scene. Go back to the Generic Browser ''(don't forget to Up in the top tool bar, click the Build All button (a cube with a light bulb on it) You will prolly get a few warnings, they are unimportant for th
    3 KB (622 words) - 07:30, 22 February 2008
  • ...h a constant3, which can also be used as a color value, I made the color a light yellow to give the ruff surf a sulphury look.
    5 KB (906 words) - 10:56, 22 February 2008
  • ...anging lights in unreal and find that either you can't think in HLS or the light colour is supposed to represent some parameter that's easier coded with RGB ...1 for its components and it'll return (H,L,S) ready for you to assign to a light.
    2 KB (382 words) - 05:33, 7 August 2003
  • ...oes into it further but I don't see how using it here and explaining it in light depth would hurt. '''CH3Z:''' DaWrecka, this is a very light tutorial as far as code and programming concept goes. The intent of this tu
    11 KB (1,653 words) - 16:24, 18 March 2006
  • ..., the Watersheet (the purple sheet), the Dispatcher, several ZoneInfo's, a Light and the all mighty Playerstart. You can also see that the Button and the Di
    8 KB (1,190 words) - 14:36, 19 November 2007
  • ...are whole new weapons and alternate ammo choices to take advantage of the light damage, like phosphorus and magnesium slugs and flare grenades and it'll ru ...time and gaining health for doing damage... I don't know about doing the light-causes-damage thing, though ;-)
    12 KB (1,939 words) - 05:52, 5 August 2003

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