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  • ==What is a Hall of Mirrors (HOM)?== ...y accurate, but this is how the HOM got its name), or create visual copies of them.
    4 KB (682 words) - 11:00, 29 December 2005

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  • ...ortals''' are a new concept in [[Legacy:Unreal Engine Versions|version 2]] of the [[Legacy:Unreal Engine|Unreal Engine]], [[Legacy:UT2003|UT2003]] and on ...ortal" at all. They are '''occluding planes''': they prevent the rendering of things behind them.
    16 KB (2,582 words) - 13:58, 13 July 2007
  • * a spot of the map where the player dies for no reason * leaking zones: level full of water for example. These tend to happen when zone sheets touch complex brus
    11 KB (1,933 words) - 22:50, 19 May 2006
  • ...mmunity with hard data on BSP Holes, I have conducted an exhaustive search of past Editing Forum threads on the subject and assembled the most practical ...of the local geometry can slow down this process as well as the complexity of the tree at the local geometry. (Vica versa) If your BSP tree is deep then
    6 KB (1,084 words) - 13:38, 29 December 2005
  • ==What is a Hall of Mirrors (HOM)?== ...y accurate, but this is how the HOM got its name), or create visual copies of them.
    4 KB (682 words) - 11:00, 29 December 2005
  • #REDIRECT [[Legacy:Hall Of Mirrors|Hall of Mirrors]]
    52 B (8 words) - 10:13, 20 October 2005
  • This is a list of things to check before releasing a map. ...k around your level checking for the dreaded [[Legacy:Hall Of Mirrors|Hall of Mirrors]] effect (HOM), or any [[Legacy:Invisible Collision Hull|invisible
    9 KB (1,470 words) - 16:18, 6 April 2006
  • The correct way of making glass is one of the big debates of the Unreal Editing community. Briefly, techniques include: ** size of the semisolid: snug fit / shrunken
    6 KB (1,132 words) - 13:17, 27 September 2013
  • ...Occlusion is the reduction of what actually gets drawn on screen. A number of different techniques allow mappers to control occlusion and keep levels pla ...e kept to a minimum. For more on changes from the Unreal and UT generation of the engine, see [[Legacy:Occlusion Changes For UnrealEngine2|Occlusion Chan
    21 KB (3,652 words) - 13:43, 30 July 2007
  • ...the order and kind of arithmetic operations that are used on specified set of data, though technically, a cooking recipe is an example ...contained within an image file that can be used to determine the intensity of different material properties such as opacity and specularity intensity amo
    28 KB (4,193 words) - 10:25, 17 June 2007
  • [ FIXME: should some of this content be on some centralized page and just linked from here, since i It was designed for making certain poly's of models unlit or modulated, on a per-face-basis (yes, you can do that!). <br
    4 KB (754 words) - 05:39, 9 May 2014
  • ...you can see through a warp zone to the other side. This enables sections of a level to be seamlessly joined together even though they are separated in ...Warp Zone will have their <tt>OtherSideURL</tt> property set to the value of this property.
    24 KB (4,181 words) - 18:54, 5 February 2009
  • #REDIRECT [[Legacy:Hall Of Mirrors]]
    36 B (5 words) - 22:30, 7 October 2016