My program doesn't have bugs. It just develops random features.

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  • ...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

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