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  • * When setting the Light Color (Button in UEd 2) don't click on any of the viewports. If you do, the ...rules:''' Never mind... I managed to fix my problem by deleting every last light from the level. It took a while but it was well worth it ;)
    18 KB (3,042 words) - 14:46, 21 February 2016
  • A '''corona''' is created by making a light that has a skin associated with it. It is often erroneously called [[Legac === With Actor Light ===
    6 KB (1,023 words) - 09:58, 31 May 2016
  • ...[Legacy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Light (UT)|Light (UT)]] >> ChargeLight (Package: UnrealShare)}}
    303 B (39 words) - 14:23, 20 March 2003
  • ===Natural Light === |Flame;Using the flicker Light-type works well with this color
    9 KB (968 words) - 15:21, 17 October 2009
  • In the Perspective window which should be black and say Dynamic Light at the moment, right drag your mouse around in the window. The view rotates ===Add a Light ===
    8 KB (1,398 words) - 18:19, 31 January 2005
  • ...lights to our map. Without lights the only way you can see is if you add light at the map level. You can do that in the [[Legacy:Level Properties|Level P * Create a basic light shape and texture it.
    8 KB (1,356 words) - 09:22, 25 March 2008
  • * you'll also want to light your terrain later. Terrains are affected by ambient lighting and normal li
    15 KB (2,551 words) - 07:46, 14 March 2008
  • ;# Dynamic Light – normal game mode
    3 KB (529 words) - 13:51, 4 September 2014
  • ; STAT LIGHT : Toggles the list of lights that are affecting the player. ;;; [light actor]:
    7 KB (745 words) - 23:38, 22 November 2005
  • ..., they are colored with the number of influences (green =1, red=2, pink=3, light blue=4, white for 5+ )
    5 KB (762 words) - 16:40, 17 February 2022
  • ; STAT LIGHT GETFRAME=00.1 PROCESS=00.0 LIGHTSET=00.0 LIGHT=00.1
    4 KB (575 words) - 18:56, 13 August 2005
  • ...Studio Max]] that allows you to render lighting into a texture map. These light maps are then combined with the texture maps on the castle using multi-text
    3 KB (527 words) - 01:17, 15 April 2004
  • ...ag]], have their default properties set up with the corresponding skin and light color, and they also initate the animation loop.
    3 KB (403 words) - 11:54, 27 December 2005
  • Light
    37 KB (1,854 words) - 16:01, 10 January 2005
  • In UT3 adding a basic light is quite simple(Because basically you just need step 1 and 2.). Add Actor - Add Light (point)
    2 KB (295 words) - 16:54, 18 February 2008
  • * Scripted Light Shows
    3 KB (440 words) - 12:03, 14 November 2005
  • ; rmode 5 : Return to normal view (dynamic light, textured) ; rmode 7 : Lighting only (dynamic light, no textures).
    5 KB (654 words) - 15:25, 4 June 2005
  • ...n monitor suicided. I used an old 14" thing, which did strange things with light pictures. Today I bought a new one. Really OT: I finally watched Matrix rel
    13 KB (2,400 words) - 18:16, 29 October 2003
  • ...do. default ambient glow is 64 I think. Try it - make a default cube, no light, one player start. run the map and "behindview 1".
    2 KB (288 words) - 05:49, 21 August 2003
  • ...ment. At least we now have someone who can do heavy-duty coding, not this light shit I do :P
    10 KB (1,756 words) - 17:35, 13 June 2004
  • ...int, Camera, Carcass, Counter, Dispatcher, HomeBase, Keypoint, LiftCenter, Light, MusicEvent, PathNode
    7 KB (1,040 words) - 10:42, 25 November 2006
  • .../vbforum/unr_showthread.php?s=&threadid=58338 Brief idea for a triggerable light] ...beyondunreal.com/documents/ambientplayerlight.php Making an Ambient Player-Light]
    8 KB (1,108 words) - 13:23, 19 August 2005
  • start shooting. He'll die and you'll be able to shoot the blueish light above his dead body, which is what
    7 KB (1,375 words) - 10:22, 19 April 2006
  • ...n as to the interior lighting of the level, and was thinking of cold sharp light blue lights, complimented with warmer orange lights, and the occasional sma ...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
    21 KB (3,911 words) - 04:40, 22 February 2008
  • ...n as to the interior lighting of the level, and was thinking of cold sharp light blue lights, complimented with warmer orange lights, and the occasional sma
    4 KB (793 words) - 05:00, 22 February 2008
  • ; bool bKeepLightEffects : Tells the projectile to keep its light effects enabled even with bDropEffects=True or under low-FPS conditions. Th
    11 KB (1,442 words) - 07:56, 19 November 2007
  • ; bool bIdleLight : Whether the effect should still emmit light in Idle state.
    5 KB (745 words) - 08:04, 19 November 2007
  • # Subtract a room 512x512x512, light and texture it as you like.
    2 KB (260 words) - 05:04, 7 October 2003
  • ...o is optimise the code a little (I'm doing stuff in Tick() so I want it as light as possible) and get it on my server for some hammering. ...with a single particle from a particle effect - less impact than a single light. So I wouldn't worry about it. ;)
    56 KB (10,109 words) - 10:44, 28 December 2007
  • ;* 7: ([[Legacy:UT2003|UT2003]]) LODSET_LightMap – used for light maps
    14 KB (2,119 words) - 18:25, 24 June 2013
  • ...real Universe. You have been cool if you could shoot at the windows so the light goes out. What's with the swords on the most illogical locations? There are
    39 KB (6,923 words) - 02:33, 18 August 2004
  • ...n they make their level they tend to have no light sources. Always put in light sources it looks much better. When making a Death Match level it is usua
    4 KB (823 words) - 13:42, 27 July 2006
  • ...t, and place a KActor, using the static mesh of, a hanging light. Put the light just off the
    22 KB (3,790 words) - 23:34, 23 January 2007
  • ...pable of temporarily disabling a vehicle and ejecting its driver (if any). Light vehicles have a 50% chance to be disabled, Medium vehicles have a 25% chanc
    10 KB (841 words) - 01:10, 5 November 2007
  • ...na. It behaves like distance fog, but takes the shape of a sphere around a light source. Present in UT, not sure about UT2003. See below. ...real Tournament, the radius of the spherical "fog" can be specified in the light's properties by setting the VolumeBrightness, VolumeFog, and VolumeRadius p
    4 KB (754 words) - 20:23, 28 November 2006
  • '''Obliterous:''' can this be expanded to include light emitting surfaces like lava?
    4 KB (709 words) - 00:25, 23 December 2007
  • ...sible (like the special theory of relativity postulating that the speed of light is always the same regardless from the frame of reference it is measured in ...iy condensed energy, or even energy that has slowed down from the speed of light.
    54 KB (9,451 words) - 07:01, 16 March 2006
  • ...gainst larger targets due to their relatively small weapons and relatively light armor. Their only redeeming quality is an ability to be disgorged en masse ...ere on-screen at a time, but still, it was a lot of polygons to render and light just for the space dust effect. Now, I do want to keep the space dust effec
    130 KB (23,327 words) - 12:37, 2 September 2005
  • ...he environment map (which doesn't appear to be affected much by changes in light level) becomes much brighter than the diffuse texture, and ends up looking ...hiding in the code gobbling up cycles, because I made a test ship that was light a freighter, with just a big stack of bulkheads and no engines or weapons (
    177 KB (31,705 words) - 04:34, 28 May 2005
  • ...are some things you have to scale to that you can't change. Specifically, light and sound have radii that have a set range, which you can't change. If you
    19 KB (3,048 words) - 04:14, 24 September 2007
  • [[Legacy:Viewport Context Menu|Viewport Context Menu]] -> Add Light here</nowiki>
    6 KB (866 words) - 03:35, 24 September 2004
  • ...l flying to use in space, thus making a weapon that's too cheap to see the light of day on the ground be a real "skill" weapon in space. Anyways, I'll throw
    19 KB (3,481 words) - 22:26, 2 December 2005
  • ...n. Also, the light drawn on to the HW brushes I believe is vertex, but the light can be pre-lit in 3ds max so shadows can be raytraced on HW brushes for an
    12 KB (2,108 words) - 13:05, 19 June 2003
  • ...he color used as "white". (Default is R=0, G=128, B=255 which is a kind of light blue)
    4 KB (466 words) - 10:38, 6 October 2005
  • ...various ambient colors set. You'll have to add your own code to scale for light brightness. This isn't anything like the scientifically correct way to do // Convert the color (not brightness) of an Unreal light to RGB values from 0 to 1
    7 KB (1,048 words) - 02:52, 10 July 2006
  • ...e prepared for it. You probably can't prevent these things (but hey, don't light candles in bed and be nice to your girlfriend), but with some sensible prec
    6 KB (979 words) - 20:31, 28 November 2006
  • ...re's sake at; I don't think the place would look quite right with too much light in it. Oh well, sorry you didn't enjoy it. I guess I just have a thing for
    1 KB (259 words) - 04:59, 13 July 2004
  • ...switch back and forth at random intervals. They would only do this if the light was in "damaged mode" which would be signaled by bDamaged, a reliably repli
    24 KB (4,071 words) - 20:02, 31 January 2016
  • ...e corners of the bsp facing one direction have a weird sunlight glow as if light was leaking under the walls. There are no actual holes, no hom... its on th ...le. Other than that I dont have any other ideas. Unless antiportals effect light calculations?? in which case they may be of some help.
    6 KB (1,045 words) - 09:58, 9 June 2003
  • ...tly themed''' but had some '''technical difficulties.''' The stairways and light-colored platforms were not shaded smoothly, and are probably in need of som ...should not be lit by that light. This is how parts of one mesh "block" the light from being cast onto other parts of the mesh.
    8 KB (1,367 words) - 16:35, 20 September 2005
  • |Add light there.
    5 KB (726 words) - 23:19, 9 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) - 13:10, 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) - 09:34, 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) - 03:22, 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) - 18:30, 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) - 21:30, 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) - 18:08, 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) - 16:06, 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 (690 words) - 22:23, 21 May 2010
  • 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) - 16:12, 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) - 17:49, 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) - 11:51, 2 December 2014
  • * Put up at least one light at any (well, "any") distance (uu (and meters?)).
    971 B (166 words) - 12:51, 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) - 19:47, 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) - 04:31, 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) - 08:48, 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) - 09:41, 12 May 2009
  • ==Light In The Dark (almost)==
    6 KB (1,097 words) - 22:01, 28 January 2004
  • **sub light speed laster gun (think star wars blaster rifles)
    19 KB (3,349 words) - 16:22, 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) - 04:06, 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) - 20:55, 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) - 11:44, 26 June 2010
  • | style="text-align: center" |light
    6 KB (894 words) - 09:24, 6 May 2022
  • ...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) - 13:31, 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) - 19:53, 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) - 06:14, 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) - 22:51, 27 November 2006
  • ...hing wrong when exporting it from Max, like leaving a hidden object like a light around or something
    5 KB (803 words) - 17:31, 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) - 06:33, 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) - 16:14, 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) - 04:27, 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) - 12:36, 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) - 04:09, 11 May 2010
  • * set it to cast a small circle of light (set Lighting -> LightType and LightColor properties)
    10 KB (1,792 words) - 18:57, 16 November 2011
  • * 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) - 01:47, 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) - 02:24, 8 February 2008
  • '''Foxpaw:''' Obelisk of light! That one looks neat.
    4 KB (651 words) - 23:06, 27 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) - 10:01, 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) - 20:54, 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) - 17:50, 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) - 21:51, 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) - 17:19, 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) - 18:25, 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) - 16:51, 8 August 2005
  • # Double damage, you weapons glow with a purple light, and the damage they deal is doubled.
    2 KB (300 words) - 23:30, 23 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) - 00:28, 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) - 20:15, 9 August 2007
  • ...JECTSPACE}}:{{BASEPAGENAME}}/Iris]] &ndash; your "eyes" adjust to changing light levels.
    25 KB (3,301 words) - 05:22, 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) - 13:17, 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) - 16:25, 13 December 2007

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