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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

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