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  • ...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

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