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View Full Version : Plusing Lights.



legacy-AkumuX
05-14-2003, 10:00 PM
I created some lights and wanted them to blink the way running lights on aircraft do, so I set the LightType under the Lighting to LT_Pulse. It pulses properly in the Prespective View viewport, but not in the game. Is there some other setting I need to adjust to make it blink properly? I tried a rebuild all, no help. lol :)

Angel_Mapper
05-14-2003, 10:27 PM
Dynamic lighting doesn't work right, so all those light types are obsolete. Use Projectors instead.

legacy-AkumuX
05-14-2003, 10:53 PM
:( :cry:

Er... okay. Thanks!

legacy-AkumuX
05-15-2003, 01:21 AM
Crap, ok so I built a light using a projector, but it still doesn't pulse in the actual level. I set up the light the same way as I did with a normal light, using the LightType under the Lighting set to LT_Pulse. Do I have to change something else? I tried looking at the Projector Tutorial (http://udn.epicgames.com/pub/Content/ProjectiveTutorial/), but it doesn't seem to cover this really.

legacy-elvez
05-15-2003, 03:44 PM
did you rebuild your scene before you tested. also try another setting like flicker to see if it works.

legacy-Raptor2113
05-15-2003, 08:26 PM
TriggerLights work. Pulsing, flickering, etc... do it with TriggerLights!:up:

Angel_Mapper
05-15-2003, 10:15 PM
Originally posted by AkumuX
Crap, ok so I built a light using a projector, but it still doesn't pulse in the actual level. You did what? No, I didn't mean set up a Projector as a light, the light types are obsolete no matter what actor you use. You need to apply an animated texture to the projector. There's a special kind of texture that just oscillates back and forth between two colors that you can use.

legacy-azmodai
05-15-2003, 11:32 PM
emitters are also good for this business

legacy-Raptor2113
05-16-2003, 12:49 AM
I say again, TriggerLights. TriggerLights will support LightTypes, though not LightEffects. Lighting --> LightType = LT_Pulse, and TriggerLight --> bInitiallyOn = True. Voila, a pulsing light. :D Very cool. I used one in my first level, and I just now threw one into another level to make sure they still work. They do. Now, if you throw a corona on there, the corona won't pulse along with the light, but the light will still pulse. TriggerLights rock. Enjoy!

legacy-Teddie
05-20-2003, 10:19 PM
Originally posted by Raptor2113
I say again, TriggerLights. TriggerLights will support LightTypes, though not LightEffects. Lighting --> LightType = LT_Pulse, and TriggerLight --> bInitiallyOn = True. Voila, a pulsing light. :D Very cool. I used one in my first level, and I just now threw one into another level to make sure they still work. They do. Now, if you throw a corona on there, the corona won't pulse along with the light, but the light will still pulse. TriggerLights rock. Enjoy!

Raptor :up:

You da man. This works.

legacy-AkumuX
05-23-2003, 06:04 PM
Yep, that worked, thanks Raptor2113! :)

legacy-Streetgrime
09-07-2003, 06:04 PM
Then I read Raptors e-mail...

InintallyOn = True .... ahhh... That rules...

Thanks Raptor!!

legacy-Bonehed316
09-07-2003, 08:58 PM
youre asking for bad performance and uglylighting. dynamic lights are evil. remember in UT where you could see the purple glow of the udamage through a wall? thats what dynamic lights do. they WILL cause problems. not to mention theyre slow, lol. the options were taken out for a reason, just like the reason people cant fly. people have hard enough time driving in a 2d plane, add a third dimension and youre asking for trouble. leave the lights alone.

legacy-Raptor2113
09-08-2003, 09:39 AM
true... but for those times when you just gotta have em... they're there

legacy-FOZZI
09-12-2003, 11:50 PM
Originally posted by Raptor2113
true... but for those times when you just gotta have em... they're there
Not true, I dont think theres any times you've GOTTA have them.
AFAIK you can do just about ANY effect you wanted from a dynamic light with a combination of either emitter or an emitter plus a projector.
For instance a pulsing "alarm" light I would just use an emitter and maybe a projector for the (moving) shadows needed.
Yes it is a lot harder to set this up, but the effect will be a lot nicer, dynamic lights were (semi) disabled for good reasons (all mentioned above).

legacy-Yakomo
09-19-2003, 10:38 AM
Originally posted by FOZZI
... For instance a pulsing "alarm" light I would just use an emitter and maybe a projector for the (moving) shadows needed.
...Could you explain a bit how you would set this pulsing alarm light up, cause thats just what I need atm. THX

legacy-FOZZI
09-20-2003, 06:39 AM
I think I just did didnt I?
You could do the whole thing with a projector, or with an emitter and a projector.
I think personaly I would just use one projector for performance reasons.
UDN Projective Tutorial (http://udn.epicgames.com/pub/Content/ProjectiveTutorial/#Rotating_Projections)
F:DZ

legacy-gargorias
09-21-2003, 07:30 AM
quote:
--------------------------------------------------------------------
Originally posted by FOZZI

Not true, I dont think theres any times you've GOTTA have them.
AFAIK you can do just about ANY effect you wanted from a dynamic light with a combination of either emitter or an emitter plus a projector.
For instance a pulsing "alarm" light I would just use an emitter and maybe a projector for the (moving) shadows needed.
Yes it is a lot harder to set this up, but the effect will be a lot nicer, dynamic lights were (semi) disabled for good reasons (all mentioned above).
------------------------------------------------------------------

Oh Yea!!

;) I definitely needed them TriggerLights in my Thunderstorm (http://www.unrealplayground.com/download.php?mapid=2795) map.

:mad: Only problem with TriggerLights is that they do not create shadows.