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- ; 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=00.14 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-text3 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
- Light37 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 Shows3 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 rel13 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 :P10 KB (1,756 words) - 17:35, 13 June 2004
- ...int, Camera, Carcass, Counter, Dispatcher, HomeBase, Keypoint, LiftCenter, Light, MusicEvent, PathNode7 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 what7 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 ge21 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 sma4 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. Th11 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