Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

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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

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