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  • ...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
  • ...s the call button that the player used (so the elevator can 'turn off' the light on the call button).
    14 KB (1,532 words) - 19:18, 20 May 2006
  • ===Timed Light=== A light that is switched on by a player and switches itself off again after a set t
    3 KB (549 words) - 11:09, 17 September 2006
  • **Light and intact
    7 KB (1,113 words) - 05:08, 18 April 2007
  • ==Light Commands == ; LIGHT APPLY SELECTED= CHANGED= : Rebuild lights
    5 KB (730 words) - 09:23, 2 July 2009
  • ...e in a viewport, there are three predefined types of actors you can place: Light, PlayerStart and PathNode. You can add new placeable actors to the menu by ...1. This works for any actor which is not visible in the game, eg Trigger, Light (but not ones with [[Legacy:Corona|corona]]s).
    11 KB (1,740 words) - 11:49, 20 March 2009
  • class TriggerLight extends Light; var() float ChangeTime; // Time light takes to change from on to off.
    17 KB (2,490 words) - 16:20, 30 July 2006
  • log( "My light is dim" ); log( "My light is dim" );
    7 KB (969 words) - 15:40, 20 June 2006
  • // Trigger turns the light on. // Trigger turns the light off.
    13 KB (2,060 words) - 09:11, 26 July 2006
  • ...the ELightType enumeration defined in the Actor script describes a dynamic light and takes on a value like LT_None, LT_Pulse, LT_Strobe, and so on.
    15 KB (2,397 words) - 15:40, 20 June 2006
  • ===9. Light=== ===10. Dynamic Light ===
    7 KB (1,178 words) - 09:37, 1 September 2005
  • ...- good for light sources and things that glow. If the texture is dark, no light will be cast on it, which could be good for an "evil" effect. ; No smoothing: alters the "smoothness" of the poly, keeps the light from creating shadows across each individual poly (lighting on meshes is ca
    4 KB (754 words) - 05:39, 9 May 2014
  • ; ''LIGHT APPLY'' : applies lights in your level who can say me how to turn off light coronas, cos i've see nothing while lamps in front of me. fanx in advance
    17 KB (2,565 words) - 22:00, 23 April 2010
  • * Changing the lighting of multiple light sources simultaneously must be done using the slider, trying to select the
    6 KB (930 words) - 17:42, 1 November 2007
  • ...w if you can actually subclass from object - but this class needs to be as light as you can make it.
    9 KB (1,507 words) - 20:06, 16 November 2005
  • ; My map suddenly takes a lot of time to load/light and moving this static mesh takes several minutes! : Normally this happens ;I got a black wall in my map, but there's a light in front. When I move light i can see the lighning but when i rebuild the wall became black : I'm not s
    20 KB (3,360 words) - 06:39, 12 April 2012
  • #Try to stay away from heavy textures, they are hard to light well, and don't look good with colors. #Use Light textures for lights, not some goofy green.
    1 KB (173 words) - 09:43, 26 September 2005
  • ;# Dynamic Light &ndash; normal game mode ;* ligh: toggles dynamic light statistics display
    11 KB (1,660 words) - 13:12, 27 April 2006
  • ...dimensions 4096x4096x4096. Center it over the origin and subtract. Pick a light colored texture for it, this will make the terrain editing easier.
    18 KB (3,216 words) - 01:51, 7 April 2006
  • <div class="hidden-block"><span class="hint">Light Calculation</span><div class="hidden"> //fixed directional light calc, not done yet
    7 KB (996 words) - 02:54, 31 March 2007
  • ...and it stayed all brightly lit. I finally solved this problem by moving a light and performing a Build All.
    8 KB (1,313 words) - 14:10, 19 September 2007
  • ...nt of the projector, i'm manually adjusting the LightRadius of the dynamic light, which is dependant on a trace done every tick. The resulting effect was q On a side note, i made my projective texture light-affected, which seems to partially cure the darkening effect on terrain.
    13 KB (1,952 words) - 09:37, 6 March 2006
  • ...is data but it is not a program. While its data is a pattern of pixels to light up on the monitor, which will resemble a picture of something, that data al ...t have an ''object'' named "DoDraw" built into it that specifies pixels to light up which creates an image with a black border and an effect applied to the
    10 KB (1,662 words) - 17:41, 17 August 2007
  • This does not mean that these surfaces are not affected by light, but that they are not affected by lights ''or'' shadows. [[Image:Legacy_unlit_surface.png|left|The right cube is unlit, unaffected by light or shadow. \\]]
    439 B (76 words) - 20:35, 4 July 2006
  • ** Semireflective materials, such as marble surfaces which partially reflect light * Light bloom
    12 KB (1,502 words) - 00:43, 17 November 2013
  • ** Light bloom ** Real-time point light
    15 KB (1,805 words) - 05:58, 19 November 2010
  • ...or this channel to have any visible effect on the material there has to be light illuminating the material. The Emissive channel simulates the material emitting light. This means that whatever color or texture you put in here will appear to b
    4 KB (692 words) - 06:01, 18 December 2007
  • ** Light Support **** Light Cast Projector (used for dynamic light effects)
    13 KB (1,539 words) - 13:12, 15 January 2009
  • ; Add light here : adds a light
    2 KB (326 words) - 12:08, 5 June 2004
  • |Shows all placed classes (other than [[Legacy:Light|Light]] and [[Legacy:PathNode|PathNode]] as the UEd Eagle. ...f selected actors in light blue. In an Orthogonal Viewport, [[Legacy:Light|Light]]s will show their [[Actor/Lighting
    4 KB (556 words) - 13:41, 31 August 2005
  • Lights a mesh based on light reaching each polygon vertex. ...g blends the light level on the surface of the polygon based on the vertex light levels.
    5 KB (742 words) - 21:54, 3 July 2007
  • ...hout replicating the whole stuff. ''(I'd appreciate if anyone would shed a light on this)''
    18 KB (2,420 words) - 06:48, 17 November 2007
  • // The type of light that firing this weapon creates. // This is just a light type. These can be found in Actor.uc I believe, not all of them work howeve
    19 KB (2,695 words) - 14:36, 8 August 2006
  • The background is white, not light blue, in these browsers: ...''; it's whatever the user configured in his or her browser. For me, it's light gray. So giving the <body> a defined background color definitely is a good
    18 KB (2,977 words) - 07:54, 13 November 2005
  • ...group of pyramid buttons). Notice that when you mouseover an edge, it will light up green now. Click the two top side edges, and they will turn red indicati ...y ones here, and will control the color of the object and the color of the light reflecting on it. Ambient color will slightly change the colors of both, an
    9 KB (1,759 words) - 13:48, 29 December 2005
  • '''Tarquin:''' I can see that the brown bit should be green. But why is the light blue zone wrong? I'm baffled, and I know all about zones, so I doubt newbie ...of the light blue is wrong. The zone portal is in the doorway (which has light blue on both sides).
    6 KB (985 words) - 22:23, 21 May 2010
  • ...chitecture: zonelighting allows a whole area of a map to have an ambient light level without the need drop in lights. (If a map has no lights at all, the #* Zonelight -> AmbientBrightness to the desired light level.
    3 KB (428 words) - 20:42, 2 December 2005
  • * Made the grand stlactite pulse with green-cyan light * Got rid of green-cyan light: added emmiter
    10 KB (1,570 words) - 18:25, 30 March 2008
  • ...locked by a structure set with proper collision, such as platforms, beams, light fixtures, etc. Dodging enemy fire from above tends to be easier than dodgi
    14 KB (2,377 words) - 01:41, 7 September 2006
  • ...zone, and work just like the corresponding properties of a light. Ambient light looks pretty awful no matter how you use it though, so you may want to avoi
    12 KB (1,768 words) - 15:04, 2 September 2016
  • Temporarily treat this as a dynamic light. Recalculate this light's lighting now.
    8 KB (1,010 words) - 10:10, 17 May 2008
  • Temporarily treat this as a dynamic light. Recalculate this light's lighting now.
    9 KB (1,115 words) - 10:10, 17 May 2008
  • Light casts actor shadows. Light uses Skin as a corona.
    10 KB (1,252 words) - 06:08, 28 August 2009
  • Light casts actor shadows. Light uses Skin as a corona.
    10 KB (1,239 words) - 10:10, 17 May 2008
  • | parent3 = Light
    505 B (53 words) - 10:10, 17 May 2008
  • | parent1 = Light
    755 B (83 words) - 10:10, 17 May 2008
  • | parent1 = Light
    795 B (87 words) - 10:10, 17 May 2008
  • | parent2 = Light
    397 B (42 words) - 10:11, 17 May 2008
  • | "Classification: Light Pistol\n\nPrimary Fire: Accurate but slow firing instant hit.\n\nSecondary
    14 KB (1,628 words) - 10:10, 17 May 2008
  • | parent1 = Light Time light takes to change from on to off.
    3 KB (394 words) - 10:11, 17 May 2008
  • | parent1 = Light
    992 B (110 words) - 10:10, 17 May 2008

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