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  • 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
  • {{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
  • ...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
  • 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
  • {{UE1:Light (UT)}}
    18 B (3 words) - 10:12, 17 May 2008
  • {{UE1:Light (UT)}}
    18 B (3 words) - 10:12, 17 May 2008
  • The light class.
    915 B (104 words) - 10:10, 17 May 2008
  • '''Light colors''' are specified through [[wp:HSL and HSV|hue, saturation and bright ...property and "Sat" to the ''LightSaturation'' property of the {{classgames|Light|e=UE1{{!}}UE2}} actor and actually any other actor type as well.
    28 KB (3,836 words) - 05:32, 23 March 2010
  • 757 B (81 words) - 10:10, 17 May 2008
  • 808 B (91 words) - 10:10, 17 May 2008
  • 260 B (39 words) - 10:11, 17 May 2008
  • | parent1 = Light
    1 KB (168 words) - 10:10, 17 May 2008
  • The light class.
    1 KB (158 words) - 10:11, 17 May 2008
  • The light class.
    1 KB (146 words) - 10:11, 17 May 2008
  • The light class.
    1 KB (152 words) - 10:10, 17 May 2008
  • {{UE2:Light (UT2004)}}
    22 B (3 words) - 10:12, 17 May 2008
  • The light class.
    1 KB (149 words) - 10:11, 17 May 2008
  • | parent1 = Light
    2 KB (191 words) - 10:11, 17 May 2008
  • | parent1 = Light
    2 KB (191 words) - 10:11, 17 May 2008
  • Abstract Light ===Property group 'Light'===
    2 KB (195 words) - 08:40, 23 May 2008
  • #REDIRECT [[Light colors reference]]
    36 B (4 words) - 05:26, 23 March 2010
  • Abstract Light ===Property group 'Light'===
    2 KB (203 words) - 06:41, 17 January 2010

Page text matches

  • ; bool bLightChanged : Recalculate this light's lighting now.
    11 KB (1,436 words) - 11:56, 3 June 2006
  • ...apons fire to travel through a mesh. Additionally, this setting will allow Light to travel through a mesh. Lights with bCorona set to true will still be blo
    7 KB (1,085 words) - 15:38, 15 August 2010
  • ; bool bUnlit : [[Legacy:Light|Light]]s don't affect actor. It will be at full brightness.
    5 KB (778 words) - 02:29, 30 July 2005
  • ...cludeTag[8] : Multipurpose exclusion tag for excluding [[Legacy:Light (UT)|Light (UT)]]s, [[Legacy:Projector|projector]]s, rendering actors, blocking weathe
    522 B (67 words) - 12:59, 13 November 2002
  • ...properties allow any actor to cast light, in particular the [[Legacy:Light|Light]] actor. However, most of the LightEffect settings don't work in game UT20 This property group determines the colour of the light. For examples of settings, see [[Legacy:Colors|Colors]].
    5 KB (713 words) - 15:30, 22 January 2015
  • ...coration|decoration]]s, [[Legacy:Bot (UT)|Bot (UT)]]s, [[Legacy:Light (UT)|Light (UT)]]s and [[Legacy:Triggers (UT2003)|Triggers (UT2003)]]. This is an impo * [[Legacy:Light|Light]]
    5 KB (572 words) - 19:50, 9 August 2010
  • ...[Legacy:Actor/Collision|Actor/Collision]] are not used with [[Legacy:Light|Light]] actors. These common properties are explained on the [[Legacy:Actor|Actor ...You're better off making a subclass if you want to attach a [[Legacy:Light|Light]] to a [[Legacy:Mover|Mover]] and have the map work properly in network pla
    6 KB (1,011 words) - 10:59, 3 November 2005
  • : ''Subtopics as necessary:''<br />"Light Masterclass/Coronas''"<br />"Light Masterclass/Reducing Framerates"<br />"Bot Support/Defense"<br />"Bot Suppo * [[Legacy:Object|Class Reference]] ([[Legacy:Light (UT)|Lights]], [[Legacy:Brush|Brushes]], [[Legacy:Decoration|Decorations]],
    5 KB (695 words) - 22:26, 25 April 2002
  • +- [[Legacy:Light|Light]] >>
    19 KB (2,280 words) - 05:05, 19 May 2007
  • ...e two groups set the light-emitting properties of the actor. This includes light colour, brightness, effects and fog. See [[Legacy:Actor/Lighting|Actor/Lig
    6 KB (889 words) - 10:46, 20 September 2008
  • ...door frames) make them look good and give you a place to stick an overhead light. See [[Legacy:Making Arches|Making Arches]].
    8 KB (1,474 words) - 07:52, 24 August 2022
  • ...cy:Decoration|decoration]]s, [[Legacy:Bot (UT)|bot]]s, [[Legacy:Light (UT)|light]]s and [[Legacy:Triggers (UT)|Triggers (UT)]]. This is an important class b * [[Legacy:Actor (UT)/Lighting|Actor (UT)/Lighting]] and light color
    3 KB (465 words) - 01:50, 7 April 2006
  • +- [[Legacy:Light (UT)|Light (UT)]]
    19 KB (1,790 words) - 00:29, 28 May 2007
  • ...ectional, but [[Legacy:Trigger|Trigger]]s and ordinary [[Legacy:Light (UT)|Light (UT)]]s are not.<br />'''Tip:''' Set this to ''True'' for brushes (includi
    8 KB (1,304 words) - 16:31, 18 April 2006
  • ...t's often useful when testing Triggers to make them cast a small circle of light so you know where to walk to activate them. This property group determines the colour of the light. For examples of settings, see [[Legacy:Colors|Colors]].
    6 KB (945 words) - 15:33, 22 January 2015
  • ...roperty which confounded me for about an hour making my first terrain. The light from a Sunlight ''will be blocked by the main subtracted brush itself unles ...l also want to rotate it so the arrow points in the direction you want the light to shine. ''Note:'' in later builds of UT2003, the "eagle-head" icon as see
    5 KB (877 words) - 09:23, 27 December 2006
  • ...ou have an old (maybe ISA?) network card), or maybe the cable is in wrong (light go on all the time when this haps), oh you misspelled floppy wrong, you kno
    4 KB (706 words) - 09:46, 30 June 2003
  • ...Legacy:Subtract A Space|Subtract a Space]], [[Legacy:Place A Light|Place a Light]] then [[Legacy:Place A Playerstart|Place a Playerstart]].
    4 KB (652 words) - 15:03, 19 April 2015
  • ...' want transparent is now selected. Take your floodfill tool and select a light colour (the lighter the colour, the less transparent the pixel will be). Fl
    9 KB (1,500 words) - 09:31, 12 September 2009
  • ...d'''. '''Block''' contains information about the scene, animation, ambient light, background color. See '''''Scene Identifiers'''''. ...ENT_STATIC ''red'' ''green'' ''blue'': '''ignored by UnrealEd'''. Ambient light color and brightness. The three variables are floats between 0.0 and 1.0.
    22 KB (3,133 words) - 02:33, 3 September 2009
  • '''Colormatch: Light Blue'''
    3 KB (429 words) - 08:24, 6 August 2004
  • ...''' What I ended up doing is, since I'm moving a projector and emitter and light around every tick, anyway, I just made it so that the emitter gets reset to
    7 KB (1,213 words) - 15:34, 14 April 2006
  • *Varying classes of vehicles progressing from light fighters to heavy cruisers. *Varying classes of weapons progressing from light weapons to heavy capital guns.
    20 KB (3,402 words) - 05:05, 12 March 2004
  • ...x this lighting problem, right now I have very VERY ugly standin lights to light up the meshes, so I don't need to use RMODE 6 all the time.
    11 KB (2,075 words) - 08:34, 19 February 2009
  • +- Light
    9 KB (800 words) - 12:52, 14 November 2009
  • +- [[Legacy:Light|Light]]
    9 KB (963 words) - 18:53, 24 May 2007
  • ...implicity, make them unlit, so they show up the right color even without a light in the skybox). Next, set all the walls of our big space to "Fake Backdrop [[Legacy:Add An Actor|Add an Actor]]>>Light>>[[Legacy:Sunlight|Sunlight]] inside our space. Set the LightColor->Bright
    16 KB (2,720 words) - 05:56, 2 July 2006
  • ...you would like to move this object, select it (you should see it turn to a light red), then hold the ctrl button and drag with your mouse.
    5 KB (898 words) - 00:13, 11 September 2006
  • [[Legacy:Sunlight|Sunlight]]s are a special kind of light, casting parallel shadows. They had to be placed in a skybox and pointed at
    9 KB (1,558 words) - 11:52, 2 March 2016
  • * ''15'' The light bulb icon only calculates the texture illumination (when applying new brush * ''17'' The icon with a cube and a light bulb builds according to the options held in the [[Legacy:Build Window|Buil
    4 KB (518 words) - 15:11, 18 January 2007
  • Again, the single cube map gives: 6(0). Adding a light makes this 7(1). Adding a ton of cubes seems to make no difference. Weird.
    725 B (114 words) - 03:19, 25 May 2003
  • ...solid space can reach into walls/floors and it'll prevent the raytracer to light those areas (unlit dark areas) or it can hang into Walls/Floors ... so duri
    6 KB (1,084 words) - 13:38, 29 December 2005
  • ...he 2D (Top, Front, or Side), or, 3D views (Wireframe, Textured, or Dynamic Light) you will see the [[Legacy:Red Builder Brush|red builder brush]] shape alte ...ash;it just helps you see where the light is in the editor. Ctrl-drag your light around if you want.
    23 KB (3,878 words) - 20:14, 16 July 2014
  • '''UArch''' would be intresting to expand this and add light/shadow detection into it, could be useful for stealth based games (like thi
    13 KB (2,175 words) - 10:55, 18 November 2007
  • ====Light Materials====
    12 KB (1,464 words) - 04:51, 20 February 2006
  • ...me lurking in the backwaters of the Unreal realm. I'm coming out into the Light...
    5 KB (975 words) - 22:24, 13 September 2004
  • A number of light meshes have the actual light part displaying a material that is ''set to unlit''. You can find normal ve
    13 KB (2,312 words) - 02:48, 23 June 2004
  • ...ompare it with the old one directly below. It's amazing what a little less light and some girders and trim will do.]] ...through the standard meshes for something nice tomorrow. I also went on a light-bashing spree, which has made the map a lot darker and a ''lot'' cooler loo
    4 KB (789 words) - 23:26, 11 August 2003
  • ...type feel, with the angel texture greeting you as you enter the base. The light blue lighting in the base is almost white when you look at it, give it a pu ...d draw the players attention in the room. A good focal point is a shine of light, an arch, something that will make the player think "hey, that's pretty nea
    8 KB (1,542 words) - 03:44, 5 August 2003
  • ...phenomenon never before observed-a planetary system with NO sun. Infra-Red light reacting with carbon dioxide in the high atmosphere bathes the planet in a
    19 KB (3,300 words) - 21:43, 14 March 2005
  • ...time he or she scores a kill. When in use, your damage and purple UDamage light are increased each time you manage to kill someone. The damage amp limit fo
    8 KB (1,099 words) - 13:37, 13 May 2004
  • ; Light Purple: A path that takes the bot up or down a ladder.
    12 KB (1,965 words) - 16:13, 11 April 2015
  • ...lens, creating several images of geometric shapes to appear from a single light source. Given that fact, you'll find that lens flares are often over used //The Light-threshold is controlled via talpha;
    50 KB (7,997 words) - 10:52, 18 November 2007
  • ...r would place these ShadowSources wherever a static mesh that represents a light source exists, and the code will take care of the rest. var() DynamicShadow.EShadowEffect ShadowEffect; // the type of light effect for this shadow
    14 KB (1,912 words) - 23:15, 24 June 2005
  • ...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 (1,085 words) - 13:50, 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 (648 words) - 13:52, 23 February 2008
  • ...counter]]. You could get the secret room to open just by shooting the same light 4 times.
    3 KB (469 words) - 03:05, 6 April 2003
  • ...no effect on other actors which pass through its cylinder. Actors such as Light and ZoneInfo do nothing when another actor passes through them. Some decora ...ch() function, and therefore nothing happens when a player walks through a light actor, even if flags have been set in the collision properties.
    4 KB (683 words) - 09:30, 16 August 2006
  • ...e a commandlet that would, for example, alter the LightBrightness of every light in a passed .UT2 (for use in a Darkmatch gametype) and save it with a new f
    9 KB (1,218 words) - 16:49, 29 April 2010
  • ...s will also do it (the door in DM-Codex can be opened by shooting just one light four times).
    3 KB (366 words) - 17:41, 28 December 2005
  • * 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 &ndash; 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 &ndash; 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)==
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  • **sub light speed laster gun (think star wars blaster rifles)
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  • ; 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
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  • ...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
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  • '''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
  • ...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)==
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  • ...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
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  • 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
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  • ...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
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  • ...' 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
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  • * 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
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  • ...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.
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  • '''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====
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  • 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]]
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  • 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
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  • * 1409: Health pipe/bag cheat update, addition of "Red Light District" SNATCH map
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  • # Light direction is assumed by LightMap # Limited light palette - The method used, must use a 256 color texture
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  • * 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
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  • '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
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  • ...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.
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  • ; 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.
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  • * 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
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  • Anyone care to shed some light on this?
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  • |Egypttech levels, light shining through cracks |Bunker, vent, light cones.
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  • * 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.
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  • * 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.
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  • [[Legacy:Place A Light|Place a Light]] [[Legacy:Place A Light|Place a Light]]
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  • 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.
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  • {{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.
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  • 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
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  • ...[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)}}
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  • ...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
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  • ...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.
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  • // The type of light that firing this weapon creates. // How bright is the light created by weapon fire?
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  • ...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!
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  • |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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