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  • ...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.
    2 KB (275 words) - 10:33, 22 December 2004
  • ; bool CastLight; : particle will cast light!! ; byte ParticleLightBrightness : light brightness
    10 KB (1,236 words) - 12:39, 19 November 2007
  • ...tColor variables</span><div class="hidden">;byte ParticleLightBrightness : light brightness ;byte ParticleLightHue : light hue
    14 KB (1,767 words) - 12:39, 19 November 2007
  • <uscript>// Trigger turns the light on. // Trigger turns the light off.
    14 KB (2,181 words) - 08:10, 11 February 2016
  • *Light color varies
    4 KB (665 words) - 19:10, 8 September 2008
  • * light fixtures on walls
    6 KB (1,101 words) - 21:05, 23 April 2010
  • ...set a corona texture to it. You can set the corona texture directly to the light if you set it's bHidden property to false. ...n a Skybox, to get a more varied mix of [[Legacy:Colors|Colors]] with less light actors.
    11 KB (2,010 words) - 11:46, 5 April 2015
  • * A [[Legacy:Light (UT)|Light (UT)]] actor's Special Lit is the Lighting -> bSpecialLit property: set thi # add a light
    2 KB (313 words) - 16:00, 6 April 2006
  • ...[Legacy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Light (UT)|Light (UT)]] >> Spotlight}} These make the light cast in a particular direction. Set this with the Movement -> Rotation prop
    1 KB (229 words) - 13:45, 10 May 2004
  • Gives info about [[Legacy:Light (UT)|Light (UT)]]s and [[Legacy:Mesh|Mesh]]es. Does anyone ever look at this bit?
    2 KB (300 words) - 12:02, 11 December 2015
  • ; Add light here : Places an invisible [[Legacy:Light (UT)|Light (UT)]] (shows up as a torch in the editor) over the selected surface. Read
    2 KB (408 words) - 03:04, 25 May 2003
  • {{classbox|UT2003 :: [[Legacy:Actor|Actor]] >> [[Legacy:Light|Light]] >> Sunlight}} ...ve off parallel light rays, much as the sun does. This new light actor can light a huge area. (There is no apparent limit to the area that a sunlight actor
    8 KB (1,385 words) - 13:21, 5 October 2007
  • ...hadows on the texture more defined with less fuzzy edges by increasing the light map resolution. Also makes the scene a little slower when dynamic lights a ;Bright Corners: Makes the texture more responsive to light which make the over all texture brighter including the edges and corners. A
    8 KB (1,319 words) - 07:40, 14 April 2010
  • ...lpha channel or [[Legacy:Detail Texture|detail texture]], adding a kind of light map or specularity material.
    4 KB (577 words) - 09:40, 5 April 2005
  • * [[Legacy:Place A Light|Place A Light]] &ndash; Your recommended next step in the [[Legacy:Mapping Lessons|Mappin ...learned it in the beginner's tute, but if I need more info, go to Place a Light, see? You've got to look at each "Element" page and ask yourself if it work
    12 KB (2,111 words) - 19:04, 9 July 2006
  • * '''(UT2K4)''' AW-MechMeshes - Cyberpunk Light * '''(UT2K4)''' AW-RustMeshes - Junky Alien Light
    31 KB (4,935 words) - 09:35, 29 September 2008
  • Anyone care to shed some light on this?
    2 KB (330 words) - 08:45, 16 June 2003
  • |Egypttech levels, light shining through cracks |Bunker, vent, light cones.
    19 KB (2,710 words) - 06:06, 29 November 2012
  • * Shadow sources replace [[Legacy:Light|Light]]s and [[Legacy:Spotlight|Spotlight]]s ...shadows. blob shadows can be colored to realisticly shadow large colored light sources.
    19 KB (3,244 words) - 11:35, 10 July 2004
  • ...ightDirection : world-space [[Legacy:Unit Vector|unit vector]] from which light is shining on the actor. This could also be see as the direction to the ca
    2 KB (323 words) - 03:22, 8 August 2003
  • ; vector LightDirection : The direction '''to''' the light source. It takes a lot more than changing this to change the direction the ; float LightDistance : The distance of the light from the actor. Again, changing this won't have any effect on the texture
    2 KB (255 words) - 03:34, 8 August 2003
  • ...cy (and color?) fades around an object as the object occludes the glow and light source. This is the effect I want. ...y problem with this is how to handle faded glow from objects occluding the light source.
    15 KB (2,692 words) - 03:35, 9 October 2003
  • ...timeShadows]] - a code-based Realtime Shadow system that supports multiple light sources.
    572 B (83 words) - 16:13, 6 July 2004
  • * Dynamic Light support, which allows for things like muzzle flash and explosion shadows * Sunlight actor support as a fallback light
    33 KB (4,379 words) - 04:47, 26 July 2009
  • ...nGame' boolean set to true in the class, ArrowComponent). I also added the light component as well, mainly because SkeletalMeshActor also had it as well. La
    10 KB (1,597 words) - 04:24, 9 December 2008
  • ...snt displaying the page correctly anyways, there was a glitch with the old light blue box thingos, take a look for yourselves [[http://wiki.beyondunreal.com
    7 KB (1,202 words) - 18:43, 28 April 2008
  • * Made the grand stlactite pulse with green-cyan light * Got rid of green-cyan light: added emmiter
    8 KB (1,319 words) - 09:39, 11 April 2008
  • in other words, start over. Am I right? Give me the green light and I'll start clicking and typing. &mdash;''[[User:Graphik|Graphik]] 20:24
    5 KB (892 words) - 23:02, 16 April 2008
  • //--Knights? Manta's, light armour
    5 KB (514 words) - 00:10, 19 April 2010
  • ...lly, Light Is emitted from a surface which has a shader containing all the light information. It will cut time in the lighting period and light will be represented more accurately.
    552 B (92 words) - 23:56, 6 August 2006
  • [[Legacy:Place A Light|Place a Light]] [[Legacy:Place A Light|Place a Light]]
    7 KB (1,145 words) - 20:39, 25 December 2006
  • Note that while brushes, their applied textures and light actors are saved, the [[Legacy:Unreal Geometry|Unreal Geometry]] itself is
    7 KB (928 words) - 21:42, 26 January 2017
  • ...e) that monitors and administers the local franchise of the Unreal Empire. Light-years more advanced than anything ever developed locally. Rapidly evolving
    29 KB (5,037 words) - 13:58, 31 October 2006
  • ==="The player triggers the light"=== ...'activates'' the trigger, which ''fires'' an event, which ''triggers'' the light.
    3 KB (459 words) - 13:46, 11 April 2006
  • {{classbox| [[Legacy:Actor|Actor]] >> [[Legacy:Light (UT)|Light (UT)]] >> TorchFlame}} ...made with the [[Legacy:VolumetricBuilder|VolumetricBuilder]]) and it will light up a room with a neat flickering effect.
    884 B (142 words) - 02:57, 23 July 2002
  • This came to light when I set off today to understand what -> means. It's converted into a nic
    21 KB (3,455 words) - 16:12, 6 April 2006
  • ...rap down on the bloody grid on the central main floor area, where a bright light flashes, and sound plays across the whole level, and any players/bots in th
    6 KB (1,001 words) - 20:25, 2 April 2004
  • * Change their Lighting properties so they cast a small circle of light: set LightType, LightRadius and LightBrightness. See [[Legacy:Actor (UT)/Li
    15 KB (2,383 words) - 15:07, 4 September 2014
  • ...Light|TriggerLight]] can be set so a sound is heard when activated, but no light is produced. This works fine with looping sounds. * Lighting -> LightRadius to 0 &ndash; this is so the light doesn't show
    3 KB (502 words) - 19:21, 29 September 2015
  • ...[Legacy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Light (UT)|Light (UT)]] >> TriggerLight (Package: Engine and UnrealShare)}} ...sbox| [[Legacy:UT2003|UT2003]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Light|Light]] >> TriggerLight (Package: Gameplay)}}
    4 KB (571 words) - 20:18, 9 April 2015
  • ...ort script that checks the condition and either lights up the red or green light temporarily. The script might look like this: A flashing light will be made with a TriggerLight. It will be set to Object->InitialState =
    35 KB (5,637 words) - 09:31, 26 March 2015
  • ...y:Lighting|Lighting]] : A combination of the lights in the levels, and the light-maps that are overlayed onto walls, giving the impression of lights on thos ...tracing : Calculating the lighting in a level by tracing exactly where the light goes.
    28 KB (4,193 words) - 10:25, 17 June 2007
  • ...Ctrl+RMB</tt> for left to right). Note the position is unimportant, as the light rays emitted are simulated and parallel.
    4 KB (724 words) - 14:00, 22 April 2009
  • ...Anywhere in this where you see "UnrealI" the last two letters are l as in light and I as in index (or Lima Indigo if you like, or maybe 'ell' 'aye') ...corner, the utDecoration->Boulder1 in the diagonally opposite corner and a light in the middle. The boulder shows up half buried in the floor, but that woul
    8 KB (1,208 words) - 11:34, 30 December 2005
  • ...p the rectangles in ways you did not intend. The lighting system takes the light values found at the vertices of the triangle and interpolates them in the s ...ing them to light properly and smoothly will take more time and effort and light actors than it is worth, and probably you will *still* see lots of ugly sha
    36 KB (6,434 words) - 06:09, 7 April 2005
  • ...ies how the light is affected. Subtle difference. You can have a pulsing light that wavers.
    2 KB (242 words) - 21:32, 24 December 2002

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