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  • ...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) - 05:17, 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) - 18:28, 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) - 21:08, 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) - 12:07, 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) - 13:43, 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) - 07:44, 21 July 2006
  • ## Something so it displays (light, texture, static mesh)
    6 KB (915 words) - 11:40, 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) - 11:35, 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) - 04:14, 1 September 2003
  • ==The Legend of Zelda: The Light World (Map)==
    4 KB (751 words) - 03:15, 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) - 17:14, 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) - 19:28, 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) - 19:11, 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) - 18:57, 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) - 07:19, 6 July 2005
  • ...when something is in front of them, and when they come to a (red) traffic light.
    12 KB (1,847 words) - 10:28, 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) - 20:20, 9 August 2007
  • ## Level Ambient Light
    9 KB (1,471 words) - 22:48, 22 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) - 01:44, 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) - 17:14, 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) - 04:19, 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) - 09:59, 31 May 2005
  • ...&ndash; A flashlight script for UT2003 using both a dynamic projector and light
    5 KB (702 words) - 19:29, 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) - 21:37, 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) - 14:18, 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) - 15:07, 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) - 12:35, 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) - 17:04, 6 January 2007
  • |Surface only gets light from [[Legacy:Special Lit|Special Lit]] lights.
    9 KB (1,085 words) - 17:07, 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) - 16:19, 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) - 17:11, 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) - 17:21, 10 July 2003
  • // Light materials // Set light materials
    21 KB (2,560 words) - 20:54, 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) - 03:21, 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) - 12:24, 28 December 2007
  • * [[Legacy:Place A Light|Place A Light]]
    3 KB (451 words) - 12:10, 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) - 18:05, 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) - 01:34, 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) - 15:26, 16 November 2005
  • * 1409: Health pipe/bag cheat update, addition of "Red Light District" SNATCH map
    2 KB (316 words) - 12:56, 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) - 17:40, 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) - 21:47, 7 July 2005
  • 'AmbientSound', 'Light', 'SpotLight', 'SunLight', 'TriggerLight',
    14 KB (1,391 words) - 02:31, 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) - 10:14, 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) - 05:30, 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) - 08:56, 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) - 03:33, 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) - 14:24, 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) - 12:36, 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) - 03:52, 5 August 2003
  • ...assign your flashlight exec to a VKB and use the V key, you'll flash your light anytime you tell Malcolm to go take a hike.
    2 KB (275 words) - 10:33, 22 December 2004
  • ; bool CastLight; : particle will cast light!! ; byte ParticleLightBrightness : light brightness
    10 KB (1,236 words) - 12:39, 19 November 2007
  • ...tColor variables</span><div class="hidden">;byte ParticleLightBrightness : light brightness ;byte ParticleLightHue : light hue
    14 KB (1,767 words) - 12:39, 19 November 2007
  • <uscript>// Trigger turns the light on. // Trigger turns the light off.
    14 KB (2,181 words) - 08:10, 11 February 2016
  • * light fixtures on walls
    6 KB (1,101 words) - 21:05, 23 April 2010
  • ...set a corona texture to it. You can set the corona texture directly to the light if you set it's bHidden property to false. ...n a Skybox, to get a more varied mix of [[Legacy:Colors|Colors]] with less light actors.
    11 KB (2,010 words) - 11:46, 5 April 2015
  • * A [[Legacy:Light (UT)|Light (UT)]] actor's Special Lit is the Lighting -> bSpecialLit property: set thi # add a light
    2 KB (313 words) - 16:00, 6 April 2006
  • ...[Legacy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Light (UT)|Light (UT)]] >> Spotlight}} These make the light cast in a particular direction. Set this with the Movement -> Rotation prop
    1 KB (229 words) - 13:45, 10 May 2004
  • Gives info about [[Legacy:Light (UT)|Light (UT)]]s and [[Legacy:Mesh|Mesh]]es. Does anyone ever look at this bit?
    2 KB (300 words) - 12:02, 11 December 2015
  • ; Add light here : Places an invisible [[Legacy:Light (UT)|Light (UT)]] (shows up as a torch in the editor) over the selected surface. Read
    2 KB (408 words) - 03:04, 25 May 2003
  • {{classbox|UT2003 :: [[Legacy:Actor|Actor]] >> [[Legacy:Light|Light]] >> Sunlight}} ...ve off parallel light rays, much as the sun does. This new light actor can light a huge area. (There is no apparent limit to the area that a sunlight actor
    8 KB (1,385 words) - 13:21, 5 October 2007
  • ...hadows on the texture more defined with less fuzzy edges by increasing the light map resolution. Also makes the scene a little slower when dynamic lights a ;Bright Corners: Makes the texture more responsive to light which make the over all texture brighter including the edges and corners. A
    8 KB (1,319 words) - 07:40, 14 April 2010
  • ...lpha channel or [[Legacy:Detail Texture|detail texture]], adding a kind of light map or specularity material.
    4 KB (577 words) - 09:40, 5 April 2005
  • * [[Legacy:Place A Light|Place A Light]] &ndash; Your recommended next step in the [[Legacy:Mapping Lessons|Mappin ...learned it in the beginner's tute, but if I need more info, go to Place a Light, see? You've got to look at each "Element" page and ask yourself if it work
    12 KB (2,111 words) - 19:04, 9 July 2006
  • * '''(UT2K4)''' AW-MechMeshes - Cyberpunk Light * '''(UT2K4)''' AW-RustMeshes - Junky Alien Light
    31 KB (4,935 words) - 09:35, 29 September 2008
  • Anyone care to shed some light on this?
    2 KB (330 words) - 08:45, 16 June 2003
  • |Egypttech levels, light shining through cracks |Bunker, vent, light cones.
    19 KB (2,710 words) - 06:06, 29 November 2012
  • * Shadow sources replace [[Legacy:Light|Light]]s and [[Legacy:Spotlight|Spotlight]]s ...shadows. blob shadows can be colored to realisticly shadow large colored light sources.
    19 KB (3,244 words) - 11:35, 10 July 2004
  • ...ightDirection : world-space [[Legacy:Unit Vector|unit vector]] from which light is shining on the actor. This could also be see as the direction to the ca
    2 KB (323 words) - 03:22, 8 August 2003
  • ; vector LightDirection : The direction '''to''' the light source. It takes a lot more than changing this to change the direction the ; float LightDistance : The distance of the light from the actor. Again, changing this won't have any effect on the texture
    2 KB (255 words) - 03:34, 8 August 2003
  • ...cy (and color?) fades around an object as the object occludes the glow and light source. This is the effect I want. ...y problem with this is how to handle faded glow from objects occluding the light source.
    15 KB (2,692 words) - 03:35, 9 October 2003
  • ...timeShadows]] - a code-based Realtime Shadow system that supports multiple light sources.
    572 B (83 words) - 16:13, 6 July 2004
  • * Dynamic Light support, which allows for things like muzzle flash and explosion shadows * Sunlight actor support as a fallback light
    33 KB (4,379 words) - 04:47, 26 July 2009
  • ...nGame' boolean set to true in the class, ArrowComponent). I also added the light component as well, mainly because SkeletalMeshActor also had it as well. La
    10 KB (1,597 words) - 04:24, 9 December 2008
  • //--Knights? Manta's, light armour
    5 KB (514 words) - 00:10, 19 April 2010
  • ...lly, Light Is emitted from a surface which has a shader containing all the light information. It will cut time in the lighting period and light will be represented more accurately.
    552 B (92 words) - 23:56, 6 August 2006
  • [[Legacy:Place A Light|Place a Light]] [[Legacy:Place A Light|Place a Light]]
    7 KB (1,145 words) - 20:39, 25 December 2006
  • Note that while brushes, their applied textures and light actors are saved, the [[Legacy:Unreal Geometry|Unreal Geometry]] itself is
    7 KB (928 words) - 21:42, 26 January 2017
  • ...e) that monitors and administers the local franchise of the Unreal Empire. Light-years more advanced than anything ever developed locally. Rapidly evolving
    29 KB (5,037 words) - 13:58, 31 October 2006
  • ==="The player triggers the light"=== ...'activates'' the trigger, which ''fires'' an event, which ''triggers'' the light.
    3 KB (459 words) - 13:46, 11 April 2006
  • {{classbox| [[Legacy:Actor|Actor]] >> [[Legacy:Light (UT)|Light (UT)]] >> TorchFlame}} ...made with the [[Legacy:VolumetricBuilder|VolumetricBuilder]]) and it will light up a room with a neat flickering effect.
    884 B (142 words) - 02:57, 23 July 2002
  • This came to light when I set off today to understand what -> means. It's converted into a nic
    21 KB (3,455 words) - 16:12, 6 April 2006
  • ...rap down on the bloody grid on the central main floor area, where a bright light flashes, and sound plays across the whole level, and any players/bots in th
    6 KB (1,001 words) - 20:25, 2 April 2004
  • * Change their Lighting properties so they cast a small circle of light: set LightType, LightRadius and LightBrightness. See [[Legacy:Actor (UT)/Li
    15 KB (2,383 words) - 15:07, 4 September 2014
  • ...Light|TriggerLight]] can be set so a sound is heard when activated, but no light is produced. This works fine with looping sounds. * Lighting -> LightRadius to 0 &ndash; this is so the light doesn't show
    3 KB (502 words) - 19:21, 29 September 2015
  • ...[Legacy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Light (UT)|Light (UT)]] >> TriggerLight (Package: Engine and UnrealShare)}} ...sbox| [[Legacy:UT2003|UT2003]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Light|Light]] >> TriggerLight (Package: Gameplay)}}
    4 KB (571 words) - 20:18, 9 April 2015
  • ...ort script that checks the condition and either lights up the red or green light temporarily. The script might look like this: A flashing light will be made with a TriggerLight. It will be set to Object->InitialState =
    35 KB (5,637 words) - 09:31, 26 March 2015
  • ...y:Lighting|Lighting]] : A combination of the lights in the levels, and the light-maps that are overlayed onto walls, giving the impression of lights on thos ...tracing : Calculating the lighting in a level by tracing exactly where the light goes.
    28 KB (4,193 words) - 10:25, 17 June 2007
  • ...Ctrl+RMB</tt> for left to right). Note the position is unimportant, as the light rays emitted are simulated and parallel.
    4 KB (724 words) - 14:00, 22 April 2009
  • ...Anywhere in this where you see "UnrealI" the last two letters are l as in light and I as in index (or Lima Indigo if you like, or maybe 'ell' 'aye') ...corner, the utDecoration->Boulder1 in the diagonally opposite corner and a light in the middle. The boulder shows up half buried in the floor, but that woul
    8 KB (1,208 words) - 11:34, 30 December 2005
  • ...p the rectangles in ways you did not intend. The lighting system takes the light values found at the vertices of the triangle and interpolates them in the s ...ing them to light properly and smoothly will take more time and effort and light actors than it is worth, and probably you will *still* see lots of ugly sha
    36 KB (6,434 words) - 06:09, 7 April 2005
  • ...ies how the light is affected. Subtle difference. You can have a pulsing light that wavers.
    2 KB (242 words) - 21:32, 24 December 2002
  • // The type of light that firing this weapon creates. // How bright is the light created by weapon fire?
    5 KB (793 words) - 08:10, 7 January 2003
  • ...volved in you should be able to find a way to make everyone happy and keep light the amount of stress you yourself have to go through.
    2 KB (469 words) - 04:54, 13 December 2002
  • ...make the individual meshes use the level's sunlight, rather than just the light value on the terrain at that point. Use this!
    12 KB (2,039 words) - 05:07, 6 July 2005
  • |Light Brown |Nice spaceship textures includng the animated light one found in CTF Chrome. Metal & stone, deco metal, ceilings, metal floor
    9 KB (1,173 words) - 13:17, 27 September 2013
  • ...cally copy pasted from the Syndicate forums, so that it's in a more public light, and other stuff people will find useful in their mods, including:
    848 B (147 words) - 03:53, 5 August 2003
  • ; PerformLightingOnSpecular : As far as I can gather, [[Legacy:Light|light]] actors will apply to the diffuse and [[Legacy:Specular|specular]] channel
    3 KB (449 words) - 14:36, 23 November 2005
  • ...to grey/brown... Unfortunatly, there was no way to make the lava give off light. That would have been really cool. I think it's the greatest fault of this
    9 KB (1,532 words) - 20:13, 27 December 2007
  • |wonderful coronas and good "texturepan" light effects skins
    16 KB (2,462 words) - 05:11, 25 February 2017

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