Actor/Lighting
For the UT properties, see Actor (UT)/Lighting.
These properties allow any actor to cast light, in particular the Light actor. However, most of the LightEffect settings don't work in game UT2003, even if they work in the UnrealEd 3; use Projectors instead.
LightColor
This property group determines the colour of the light. For examples of settings, see Colors.
- LightBrightness
- How bright the light should be from source and outwards.
- LightHue
- Allows you to select a color through the default color spectrum. The values range from 0 to 255. Affects the color chosen.
- LightSaturation
- This value sets the amount of white light to mix with the color selected. If the value is set to 0, it will be the pure color. The higher the value, the less rich the color becomes. This is very effective when creating realistic lighting schemes. The default saturation is 127. Affects the chosen color.
Lighting
- bool bActorShadows
- Light casts actor shadows.
- bool bAttenByLife
- Attenuate light by diminishing lifespan.
- bool bCorona
- Light uses Skin as a corona.
- bool bDirectionalCorona
- (if bCorona) Make corona bigger if it faces you, and zero and 90 degrees or beyond.
- bool bDynamicLight
- This light is dynamic.
- bool bLightingVisibility
- Calculate lighting visibility for this actor with line checks.
- bool bSpecialLit
- Only affects special-lit surfaces. See Special Lit for more information.
- byte LightCone
- ELightEffect LightEffect
- byte LightPeriod
- byte LightPhase
- Start of light animation cycle.
- float LightRadius
- Radius of the light. This doesn't seem to be UU, whether you go by how far the light goes, or the dark blue circle you see if you enable Viewport Caption Context Menu → Actors → Radii View. There seems to be a factor of about 27 between the LightRadius value and how far the light reaches in UU. The blue circle is a good guide of how far the light will reach.
- ELightType LightType
Related Topics
- Lighting is the hub for all topics about lighting.
Discussion
Axe56: Same here, couldn't get anything like that happening. I'm also toying with the distance fog option in UT2k3, and seem to be gettng a HOM effect if I look across the entire map with distance fog on... the question is: anyone know where I can look?
Roland: Yep, same here, I wish I would have looked here first...it took me hours to find out what I did wrong (I didn't..)
ZxAnPhOrIaN: You must have an emitter do the flickering. Just don't activate the emitter (don't make it emit stuff).
Mosquito Axe, You get the HOM effect in the editor if the distance is bigger then the max map size in the orginal UT, even if you add distance fog, its still there... But ingame its Gone. (look at CTF-DE-Lavagiant][
KGF: Well, would someone care to elaborate a bit? Exactly HOW can I use an emitter to simulate a torch flicker effect? Nothing I do will work. And Projectors are even more of a dead end...how can you use those to just project light, and not a texture?
Axe56: Mosquito, thanks KGF, not exactly sure, but I didn't think (correct me if I'm wrong) that emitters produce light, only textures.
Sobiwan: Is the class called light, not lighting?
Tarquin: Well this class is called Actor
MythOpus: All of these properties can be set in every class that extends Actor Sobiwan. You're thinknig of the class 'Light' that is just a shortcut to putting lighting in your maps basically.