Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

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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
  • |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
  • * 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)==
    4 KB (751 words) - 03:15, 1 September 2003
  • ...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
    3 KB (496 words) - 19:28, 3 April 2006
  • 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
    2 KB (307 words) - 18:57, 5 July 2006
  • ...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
    9 KB (1,471 words) - 22:48, 22 June 2002
  • ...' 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
    18 KB (3,066 words) - 14:18, 2 April 2005
  • * 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
    6 KB (954 words) - 12:35, 8 January 2006
  • ...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.
    9 KB (1,085 words) - 17:07, 12 August 2016
  • '''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:
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  • * [[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
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  • ...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.
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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
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  • ..., 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
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  • ...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
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  • ...tColor variables</span><div class="hidden">;byte ParticleLightBrightness : light brightness ;byte ParticleLightHue : light hue
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  • <uscript>// Trigger turns the light on. // Trigger turns the light off.
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  • * light fixtures on walls
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  • ...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
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  • ...[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
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  • Gives info about [[Legacy:Light (UT)|Light (UT)]]s and [[Legacy:Mesh|Mesh]]es. Does anyone ever look at this bit?
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  • ; Add light here : Places an invisible [[Legacy:Light (UT)|Light (UT)]] (shows up as a torch in the editor) over the selected surface. Read
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  • {{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.
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  • * [[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
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  • * '''(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
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  • ; 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.
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  • ...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
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  • ...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
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  • //--Knights? Manta's, light armour
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  • ...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
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  • ...e) that monitors and administers the local franchise of the Unreal Empire. Light-years more advanced than anything ever developed locally. Rapidly evolving
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  • ==="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
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  • ...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
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  • * Change their Lighting properties so they cast a small circle of light: set LightType, LightRadius and LightBrightness. See [[Legacy:Actor (UT)/Li
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  • ...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 =
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  • ...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.
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  • ...Ctrl+RMB</tt> for left to right). Note the position is unimportant, as the light rays emitted are simulated and parallel.
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  • ...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
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  • ...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.
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  • ...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:
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  • ; PerformLightingOnSpecular : As far as I can gather, [[Legacy:Light|light]] actors will apply to the diffuse and [[Legacy:Specular|specular]] channel
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  • ...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
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  • |wonderful coronas and good "texturepan" light effects skins
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  • ...s the call button that the player used (so the elevator can 'turn off' the light on the call button).
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  • ===Timed Light=== A light that is switched on by a player and switches itself off again after a set t
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  • **Light and intact
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  • ==Light Commands == ; LIGHT APPLY SELECTED= CHANGED= : Rebuild lights
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  • ...e in a viewport, there are three predefined types of actors you can place: Light, PlayerStart and PathNode. You can add new placeable actors to the menu by ...1. This works for any actor which is not visible in the game, eg Trigger, Light (but not ones with [[Legacy:Corona|corona]]s).
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  • class TriggerLight extends Light; var() float ChangeTime; // Time light takes to change from on to off.
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  • log( "My light is dim" ); log( "My light is dim" );
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  • // Trigger turns the light on. // Trigger turns the light off.
    13 KB (2,060 words) - 09:11, 26 July 2006
  • ...the ELightType enumeration defined in the Actor script describes a dynamic light and takes on a value like LT_None, LT_Pulse, LT_Strobe, and so on.
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  • ===9. Light=== ===10. Dynamic Light ===
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  • ...- good for light sources and things that glow. If the texture is dark, no light will be cast on it, which could be good for an "evil" effect. ; No smoothing: alters the "smoothness" of the poly, keeps the light from creating shadows across each individual poly (lighting on meshes is ca
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  • ; ''LIGHT APPLY'' : applies lights in your level who can say me how to turn off light coronas, cos i've see nothing while lamps in front of me. fanx in advance
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  • * Changing the lighting of multiple light sources simultaneously must be done using the slider, trying to select the
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  • ...w if you can actually subclass from object - but this class needs to be as light as you can make it.
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  • ; My map suddenly takes a lot of time to load/light and moving this static mesh takes several minutes! : Normally this happens ;I got a black wall in my map, but there's a light in front. When I move light i can see the lighning but when i rebuild the wall became black : I'm not s
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  • #Try to stay away from heavy textures, they are hard to light well, and don't look good with colors. #Use Light textures for lights, not some goofy green.
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  • ;# Dynamic Light &ndash; normal game mode ;* ligh: toggles dynamic light statistics display
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  • ...dimensions 4096x4096x4096. Center it over the origin and subtract. Pick a light colored texture for it, this will make the terrain editing easier.
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  • <div class="hidden-block"><span class="hint">Light Calculation</span><div class="hidden"> //fixed directional light calc, not done yet
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  • ...and it stayed all brightly lit. I finally solved this problem by moving a light and performing a Build All.
    8 KB (1,313 words) - 14:10, 19 September 2007
  • ...nt of the projector, i'm manually adjusting the LightRadius of the dynamic light, which is dependant on a trace done every tick. The resulting effect was q On a side note, i made my projective texture light-affected, which seems to partially cure the darkening effect on terrain.
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  • ...is data but it is not a program. While its data is a pattern of pixels to light up on the monitor, which will resemble a picture of something, that data al ...t have an ''object'' named "DoDraw" built into it that specifies pixels to light up which creates an image with a black border and an effect applied to the
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  • This does not mean that these surfaces are not affected by light, but that they are not affected by lights ''or'' shadows. [[Image:Legacy_unlit_surface.png|left|The right cube is unlit, unaffected by light or shadow. \\]]
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  • ** Semireflective materials, such as marble surfaces which partially reflect light * Light bloom
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  • ** Light bloom ** Real-time point light
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  • ...or this channel to have any visible effect on the material there has to be light illuminating the material. The Emissive channel simulates the material emitting light. This means that whatever color or texture you put in here will appear to b
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  • ** Light Support **** Light Cast Projector (used for dynamic light effects)
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  • ; Add light here : adds a light
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  • |Shows all placed classes (other than [[Legacy:Light|Light]] and [[Legacy:PathNode|PathNode]] as the UEd Eagle. ...f selected actors in light blue. In an Orthogonal Viewport, [[Legacy:Light|Light]]s will show their [[Actor/Lighting
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  • Lights a mesh based on light reaching each polygon vertex. ...g blends the light level on the surface of the polygon based on the vertex light levels.
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  • ...hout replicating the whole stuff. ''(I'd appreciate if anyone would shed a light on this)''
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  • // The type of light that firing this weapon creates. // This is just a light type. These can be found in Actor.uc I believe, not all of them work howeve
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  • The background is white, not light blue, in these browsers: ...''; it's whatever the user configured in his or her browser. For me, it's light gray. So giving the <body> a defined background color definitely is a good
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  • ...group of pyramid buttons). Notice that when you mouseover an edge, it will light up green now. Click the two top side edges, and they will turn red indicati ...y ones here, and will control the color of the object and the color of the light reflecting on it. Ambient color will slightly change the colors of both, an
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  • '''Tarquin:''' I can see that the brown bit should be green. But why is the light blue zone wrong? I'm baffled, and I know all about zones, so I doubt newbie ...of the light blue is wrong. The zone portal is in the doorway (which has light blue on both sides).
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  • ...chitecture: zonelighting allows a whole area of a map to have an ambient light level without the need drop in lights. (If a map has no lights at all, the #* Zonelight -> AmbientBrightness to the desired light level.
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  • * Made the grand stlactite pulse with green-cyan light * Got rid of green-cyan light: added emmiter
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  • ...locked by a structure set with proper collision, such as platforms, beams, light fixtures, etc. Dodging enemy fire from above tends to be easier than dodgi
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  • ...zone, and work just like the corresponding properties of a light. Ambient light looks pretty awful no matter how you use it though, so you may want to avoi
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  • Temporarily treat this as a dynamic light. Recalculate this light's lighting now.
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  • Temporarily treat this as a dynamic light. Recalculate this light's lighting now.
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  • Light casts actor shadows. Light uses Skin as a corona.
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  • Light casts actor shadows. Light uses Skin as a corona.
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  • | parent3 = Light
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  • | parent1 = Light
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  • | parent1 = Light
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  • | parent2 = Light
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  • | "Classification: Light Pistol\n\nPrimary Fire: Accurate but slow firing instant hit.\n\nSecondary
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  • | parent1 = Light Time light takes to change from on to off.
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  • | parent1 = Light
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  • | parent1 = Light
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  • '''Default value, index 2:''' "Light Weight"
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  • {{UE1:Light (UT)}}
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  • {{UE1:Light (UT)}}
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  • The light class.
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  • ...he tracer's velocity and under low framerate conditions also turns off its light effect.
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  • | parent1 = Light
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  • | parent2 = Light
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  • | parent1 = Light
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  • | parent1 = Light
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  • | parent1 = Light
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  • | parent1 = Light
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  • ...sive has been set on the cave wall near the enemy base. Use your weapon to light the fuse then get back! Use the breach the explosive creates to enter the e
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  • | parent1 = Light
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  • | parent1 = Light Time light takes to change from on to off.
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  • '''Default value, index 11:''' "Light Blue"
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  • | parent1 = Light
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  • Recalculate this light's lighting now.
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  • Light casts actor shadows. Light uses Skin as a corona.
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  • Light casts actor shadows. Light uses Skin as a corona.
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  • Light casts actor shadows. Light uses Skin as a corona.
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  • Light casts actor shadows. sjs - attenuate light by diminishing lifespan
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  • How strong is the light in the affected radius. The color of the light.
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  • | "You picked up Light AmmoPack."
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  • | parent2 = Light
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  • '''Default value, index 25:''' "The green light on top of the weapon lockers indicates that additional ammo is available at
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  • ...e armor penetration capabilities, this rifle is best suited to a role as a light support weapon.|The optional M355 Grenade Launcher provides the punch that
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  • Turns off collision after light is broken
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  • How to use this class - Link decoration's event to light's tag. Upon taking {{code|function '''ToggleLight''' ({{cl|Light}}&nbsp;'''L''')}}
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  • '''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.
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  • | "Display beams of light above nodes which are vulnerable to attack"
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  • | parent2 = Light
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  • | parent1 = Light The dynamic light class.
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  • | parent2 = Light
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  • | parent1 = Light
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  • | parent2 = Light
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  • | ''Light''
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  • | 'Light'
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  • | "Grenade Launcher Light"
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  • The light class.
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  • The light class.
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  • The light class.
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  • {{UE2:Light (UT2004)}}
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  • The light class.
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  • + Tag/Event to desired light(s). {{code|function [[bool]]&nbsp;'''ToggleLight''' ({{cl|Light}}&nbsp;'''L''')}}
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  • | parent2 = Light
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  • | parent2 = Light | {{tl|MaxCoronaSize||Light}}
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  • | parent1 = Light | {{tl|CoronaRotation||Light}}
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  • '''Default value, index 22:''' "The green light on top of the weaponlockers indicates that additional ammo is available at
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  • | "Light Power Suit"
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  • | "Light Power Suit"
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  • | "You got the Light Power Suit."
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  • | parent1 = Light '''Overrides:''' {{tl|PreBeginPlay|Light}}
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  • | parent2 = Light
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  • | parent1 = Light Description: A light that can be scripted to change its properties
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  • Shaders can change a material's opacity mask, apply a specularity and/or light map and a detail material. Unlike {{cl|Combiner}}s or {{cl|TexModifier}}s,
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  • light sourced via dynamic lights. light sourced via static lights.
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  • | parent1 = Light
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  • | parent1 = Light
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  • | parent1 = Light
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  • | parent2 = Light
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  • | parent1 = Light
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  • | parent1 = Light
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  • | parent1 = Light
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  • | parent2 = Light
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  • | parent1 = Light Time light takes to change from on to off.
    3 KB (394 words) - 10:11, 17 May 2008
  • | parent1 = Light Time light takes to change from on to off.
    4 KB (430 words) - 10:10, 17 May 2008
  • | parent1 = Light Time light takes to change from on to off.
    3 KB (394 words) - 10:10, 17 May 2008
  • | parent1 = Light Time light takes to change from on to off.
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  • | parent1 = Light
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  • | parent2 = Light
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  • | parent1 = Light
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  • Light up when this match is available
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  • | parent1 = Light
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  • | parent1 = Light
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  • | parent2 = Light
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  • | "Add Light (Point)"
    371 B (43 words) - 10:11, 17 May 2008
  • | parent1 = Light | {{tl|LightComponent||Light}}
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  • | parent2 = Light
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  • This is used to light components / actors during the game. Doing something like: Whether the light environment should cast shadows
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  • The colors used to render light complexity.
    22 KB (2,592 words) - 17:57, 10 November 2014
  • The distance at which light passing through the fog is 100% extinguished.
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  • Abstract Light ===Property group 'Light'===
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  • Whether the light can affect dynamic primitives even though the light is not affecting the dynamic channel. True if the light should cast shadow from primitives which use a composite light environment.
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  • Whether the light environment is used or treated the same as a LightEnvironment=NULL referenc The time when a primitive in the light environment was last rendered.
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  • | parent1 = Light | {{tl|LightComponent||Light}}
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  • Controls the radial falloff of the light used to control when point light shadow mapping goes to a hack mode, the ShadowRadiusMultiplier is multiplie
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  • | parent2 = Light
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  • | parent2 = Light
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  • ...se of non precomputed shadowing like e.g. the primitive being in between a light and a dynamic object. This flag is only used if CastShadow is TRUE. Current ...to use light-maps for direct lighting on this primitive, regardless of the light's UseDirectLightMap property.
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  • Light brightness interpolation rates Light brightness range
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  • | "Light"
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  • The GUID of the light which this shadow-map is for.
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  • | parent1 = Light ...||LightComponent}}/{{tl|ExclusionVolumes||LightComponent}} settings of its Light component.
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  • The brightness for the lower hemisphere of the sky light. The color of the lower hemisphere of the sky light.
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  • | parent2 = Light
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  • The component's billboard light-map. The component's branch and frond light-map.
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  • | parent1 = Light | {{tl|LightComponent||Light}}
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  • | parent2 = Light
    2 KB (218 words) - 10:11, 17 May 2008
  • | parent2 = Light
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  • | parent1 = Light multiple normal static Light actors in content which has been cooked for the a console platform, becomin
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  • Light map resolution used if bOverrideLightMapResolution is TRUE
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  • If true, forces all static lights to use light-maps for direct lighting on the terrain, regardless of the light's UseDirectLightMap property.
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  • | parent2 = Light | {{tl|LightComponent||Light}}
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  • Explosion light effect for {{cl|UTProj_BioShot}}.
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  • The Flags's light environment
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  • ; {{tl|Rotator|Object|structs}} DirLightRot : Directional light rotation. ; [[float]] DirLightBrightness : Directional light brightness.
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  • The deployable's light environment
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  • | "`o couldn't escape `k's glowing ball of light." | "`o saw the light."
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  • ...nction '''SetLightEnvironment''' ({{cl|LightEnvironmentComponent}}&nbsp;'''Light''')}}
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  • ; {{cl|UTExplosionLight}} Light : <!-- enter variable description --> ...e|function '''OnExplosionLightFinished''' ({{cl|UTExplosionLight}}&nbsp;'''Light''')}}
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  • used to initialize light properties from TimeShift on spawn so you don't have to update initial valu {{code|delegate '''OnLightFinished''' ({{cl|UTExplosionLight}}&nbsp;'''Light''')}}
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  • | parent2 = Light | {{tl|LightComponent||Light}}
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  • ...eam 0, blue for team 1 and white for any other team index. Always returns "light gold" (a pale yellow) as the text color.
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  • dynamic powercore light
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  • team colors for light emitted by powercore
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  • Light environment for FirstPersonDeathVisionMesh The pawn's light environment
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  • The pickup's light environment
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  • | parent1 = Light '''Inherits from:''' {{tl|Sprite|Light}}
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  • Decide whether or not to create an explosion light for this explosion
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  • always create shock light, even at low frame rates (since critical for timing combos)
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  • always create light, even at low frame rates
    10 KB (1,133 words) - 08:40, 23 May 2008
  • it gets serialized to disk, and so we can statically light it.
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  • Light for the mesh widget. Light for the mesh widget.
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  • Light for the mesh widget. Light for the mesh widget.
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  • Decide whether or not to create an explosion light for this explosion
    41 KB (4,695 words) - 07:47, 16 August 2009
  • Used to designate this vehicle as having light armor The pawn's light environment
    33 KB (4,252 words) - 07:46, 16 August 2009
  • Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh
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  • dynamic light which moves around following primary fire beam impact point Overloaded so we can attach the muzzle flash light to a custom socket
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  • dynamic light which moves around following primary fire beam impact point
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  • Internal variable. Maintains brake light state to avoid extraMatInst calls. Internal variable. Maintains reverse light state to avoid extra MatInst calls.
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  • Internal variable. Maintains brake light state to avoid extraMatInst calls. Internal variable. Maintains reverse light state to avoid extra MatInst calls.
    8 KB (941 words) - 08:05, 16 August 2009
  • The walker legs's light environment
    15 KB (1,878 words) - 08:40, 23 May 2008
  • Light attached to the energy ball. Brightness for energy ball light in powered-off state.
    11 KB (1,221 words) - 08:40, 23 May 2008
  • Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh
    24 KB (2,952 words) - 08:30, 16 August 2009
  • dynamic light dynamic light class
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  • dynamic light
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  • | parent2 = Light | {{tl|LightComponent||Light}}
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  • | parent2 = Light | {{tl|LightComponent||Light}}
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  • Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh
    18 KB (2,177 words) - 08:22, 16 August 2009
  • dynamic light Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh
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  • Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh
    18 KB (2,227 words) - 08:25, 16 August 2009
  • Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh
    7 KB (828 words) - 08:25, 16 August 2009
  • Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh
    19 KB (2,164 words) - 08:26, 16 August 2009
  • Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh
    12 KB (1,404 words) - 08:27, 16 August 2009
  • Maximum size of textures for packed light and shadow maps
    21 KB (2,579 words) - 08:35, 16 August 2009
  • This is a bool on the level which is set when a light that needs to have lighting rebuilt
    9 KB (1,171 words) - 08:36, 16 August 2009
  • ...the idea to all players that the longer your remain in an area a radius of light grows around you giving the other players a hint at where you are hiding.
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  • ...e light? Hold "Ctrl+L" and click on a surface in the preview window. A dim light will be created at that location, with the color preset to match the surfac ...property fields you can input simple equations. Enter "512+1280-32" into a light's radius property for example.
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  • ; [[Image:UT3-UnrealEd-Viewport-Toolbar-LightingComplexity.png]] Light Complexity:
    2 KB (194 words) - 09:09, 16 November 2008
  • ++[[UE2:Light_(UT2004)|Light]] >>
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  • b = "LIGHT,Illegal light combination,Your client was involved with illegal light intergers,High";
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  • This article will shed some light on the differences between UnrealScript and other languages, especially the
    6 KB (833 words) - 17:28, 4 February 2010
  • ;Dynamic Light (Alt+5) : Set this viewport to perspective lit textured view. Textures and ++++Release - Add light here
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  • * [[Light color values]]
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  • #REDIRECT [[Light colors reference]]
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  • | "Add Light (DominantDirectionalLight)"
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  • | "Add Light (Point)"
    443 B (48 words) - 06:36, 17 January 2010
  • | parent1 = Light | {{tl|LightComponent||Light}}
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  • | parent2 = Light
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  • | parent2 = Light | {{tl|LightComponent||Light}}
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  • | parent2 = Light | {{tl|LightComponent||Light}}
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  • | parent2 = Light | {{tl|LightComponent||Light}}
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  • This is used to light components / actors during the game. Doing something like: Whether the light environment should cast shadows
    8 KB (1,050 words) - 12:47, 6 November 2009
  • This will turn "off" the light environment so it will no longer update.
    5 KB (602 words) - 06:38, 17 January 2010
  • The colors used to render light complexity.
    38 KB (4,447 words) - 06:39, 17 January 2010
  • Direcitonal light settings for Lightmass ; [[float]] LightSourceAngle : Angle that the directional light's emissive surface extends relative to a receiver, affects penumbra sizes.
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  • * ''bEnableLightEnvironment'' - controls whether light environment is enabled
    18 KB (2,152 words) - 06:39, 17 January 2010
  • * ''bEnableLightEnvironment'' - controls whether light environment is enabled
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  • Defines the dynamic light cast by the explosion Dynamic Light fade out time, in seconds
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  • The actual light used for the explosion. Temp data for light fading.
    8 KB (921 words) - 12:47, 6 November 2009
  • Abstract Light ===Property group 'Light'===
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  • If bCastCompositeShadow=TRUE, whether the light should affect the composite shadow direction. Whether the light can affect dynamic primitives even though the light is not affecting the dynamic channel.
    15 KB (1,915 words) - 06:41, 17 January 2010
  • Whether the light environment is used or treated the same as a LightEnvironment=NULL referenc ...gs.bUseCompositeDynamicLights, and never composite dynamic lights into the light environment.
    2 KB (215 words) - 06:41, 17 January 2010
  • Number of times light is allowed to bounce off of surfaces, starting from the light source.
    2 KB (256 words) - 12:47, 6 November 2009
  • Use a custom light transfer equation to be factored with light color, attenuation and shadowing. This is currently only used for Movable, Toggleable and Dominant light contribution.
    13 KB (1,679 words) - 06:41, 17 January 2010
  • Light environment class used by particle systems. Reference count used to know when this light environment can be detached and cleaned up since it may be shared by multip
    1 KB (124 words) - 12:47, 6 November 2009
  • Class of the light environment that will get created for lit particle systems.
    7 KB (901 words) - 12:47, 6 November 2009
  • | parent1 = Light | {{tl|LightComponent||Light}}
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  • Controls the radial falloff of the light The minimum radius at which the point light's shadow begins to attenuate.
    3 KB (292 words) - 06:44, 17 January 2010
  • | parent2 = Light
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  • | parent2 = Light
    3 KB (244 words) - 06:44, 17 January 2010
  • Optimization for objects which don't need to receive dominant light shadows. ...se of non precomputed shadowing like e.g. the primitive being in between a light and a dynamic object. This flag is only used if CastShadow is TRUE. Current
    21 KB (2,725 words) - 06:44, 17 January 2010
  • Light map resolution used for generated non-rectangular wall meshes Light map resolution used for generated roof plane mesh
    13 KB (1,690 words) - 06:44, 17 January 2010
  • Whether to enable the light environment on crowd members.
    7 KB (876 words) - 06:45, 17 January 2010
  • The GUID of the light which this shadow-map is for.
    2 KB (195 words) - 12:47, 6 November 2009
  • | parent1 = Light ...||LightComponent}}/{{tl|ExclusionVolumes||LightComponent}} settings of its Light component.
    1 KB (137 words) - 02:20, 16 August 2011
  • The brightness for the lower hemisphere of the sky light. The color of the lower hemisphere of the sky light.
    818 B (97 words) - 12:47, 6 November 2009
  • | parent2 = Light
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  • The component's billboard light-map. The component's branch light-map.
    6 KB (706 words) - 06:48, 17 January 2010
  • Colored SH coefficients for the light intensity, parameterized by the world-space incident angle. If TRUE, the SH light can be combined into the base pass as an optimization.
    773 B (86 words) - 12:47, 6 November 2009
  • | parent1 = Light | {{tl|LightComponent||Light}}
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  • | parent2 = Light
    3 KB (298 words) - 12:47, 6 November 2009
  • | parent2 = Light
    4 KB (337 words) - 06:48, 17 January 2010
  • | parent1 = Light multiple normal static Light actors in content which has been cooked for the a console platform, becomin
    1 KB (146 words) - 12:47, 6 November 2009
  • Light map resolution used if bOverrideLightMapRes is TRUE
    5 KB (546 words) - 06:48, 17 January 2010
  • If true, forces all static lights to use light-maps for direct lighting on the terrain, regardless of the light's UseDirectLightMap property.
    17 KB (2,272 words) - 06:48, 17 January 2010
  • | parent1 = Light | {{tl|LightComponent||Light}}
    1 KB (146 words) - 06:52, 17 January 2010
  • The Flags's light environment
    10 KB (1,163 words) - 06:52, 17 January 2010
  • ...nction '''SetLightEnvironment''' ({{cl|LightEnvironmentComponent}}&nbsp;'''Light''')}}
    2 KB (188 words) - 06:52, 17 January 2010
  • ; {{cl|UTExplosionLight}} Light : <!-- enter variable description --> ...e|function '''OnExplosionLightFinished''' ({{cl|UTExplosionLight}}&nbsp;'''Light''')}}
    3 KB (332 words) - 12:47, 6 November 2009
  • | parent1 = Light | {{tl|LightComponent||Light}}
    1 KB (146 words) - 06:52, 17 January 2010
  • The pawn's light environment
    28 KB (3,513 words) - 07:01, 17 January 2010
  • The pickup's light environment
    12 KB (1,371 words) - 12:47, 6 November 2009
  • | parent1 = Light '''Inherits from:''' {{tl|Sprite|Light}}
    483 B (52 words) - 07:41, 17 January 2010
  • Decide whether or not to create an explosion light for this explosion
    13 KB (1,458 words) - 12:47, 6 November 2009
  • always create shock light, even at low frame rates (since critical for timing combos)
    6 KB (716 words) - 12:47, 6 November 2009
  • it gets serialized to disk, and so we can statically light it.
    5 KB (548 words) - 12:47, 6 November 2009
  • Light for the mesh widget. Light for the mesh widget.
    2 KB (276 words) - 07:02, 17 January 2010
  • Decide whether or not to create an explosion light for this explosion
    41 KB (4,662 words) - 07:03, 17 January 2010
  • Used to designate this vehicle as having light armor The pawn's light environment
    31 KB (3,989 words) - 07:03, 17 January 2010
  • Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh
    14 KB (1,703 words) - 07:03, 17 January 2010
  • Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh
    24 KB (2,904 words) - 12:47, 6 November 2009
  • dynamic light dynamic light class
    15 KB (1,812 words) - 07:04, 17 January 2010
  • dynamic light
    10 KB (1,092 words) - 07:04, 17 January 2010
  • | parent1 = Light | {{tl|LightComponent||Light}}
    1 KB (146 words) - 07:04, 17 January 2010
  • | parent1 = Light | {{tl|LightComponent||Light}}
    1 KB (146 words) - 07:04, 17 January 2010
  • Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh
    21 KB (2,415 words) - 12:47, 6 November 2009
  • Whether to allow spherical harmonic lights on light environments. If FALSE, a cheaper skylight will be used instead. Maximum size of textures for packed light and shadow maps
    18 KB (2,173 words) - 07:04, 17 January 2010
  • This is a bool on the level which is set when a light that needs to have lighting rebuilt
    14 KB (1,704 words) - 07:04, 17 January 2010
  • ...ber of times light is allowed to bounce off of surfaces, starting from the light source. This is effectively a light surrounding the entire level that is shadowed, but doesn't emit indirect li
    10 KB (1,140 words) - 07:04, 17 January 2010
  • *[http://www.youtube.com/watch?v=OXR__qu3UMw UDK Tutorial For Light Toggling]<sup>Video</sup> by IWillShutUDown *[http://jarlanperez.com/?p=380 Light Mapping] by Jarlan perez
    11 KB (1,612 words) - 18:43, 11 June 2013
  • Whether to enable the light environment on crowd members.
    8 KB (926 words) - 06:39, 17 January 2010
  • ===Property group 'Light'=== Defines the dynamic light cast by the explosion
    4 KB (489 words) - 06:39, 17 January 2010
  • |Light Brown |dry earth, light brown cliff textures
    14 KB (1,610 words) - 20:04, 6 January 2017
  • ...Corona Effects<br>Lightmap for Raytraced and enveloped Lighting<br>Special Light Effects<br>adaptive LOD subdivition surface rendering algorithm<br>Multi Co ...Files in File Menu (build 5xx)<br>DrawScale3D (build 829)<br>build changed Light (build 927)<br>add Geometry Editing mode button(non active / build 927)<br>
    207 KB (31,088 words) - 14:48, 29 January 2023
  • |stat light |Displays dynamic light statistics (this will bug off when wave is start)
    7 KB (1,064 words) - 09:06, 24 November 2012
  • Before the original Unreal was released, the previous default texture was a light gray natural stone surface with some streaks in it. But since it was generi
    1 KB (210 words) - 23:53, 30 September 2016

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