Lighting, Through Textures...
Hey all, hopefully this is a simple question to answer...
I'm working with Ued 3 and have created a sunlight affect with light streaming through windows onto the floor. I don't want the players to be able to see out the windows, I want a window texture to fill the space and block the outside view. the problem. what I've tried so far, ie: regular brush, solid, semi-solid, non-solid, sheet, all create a wall that blocks the light coming through the window. grrr.
anyways, are there some settings I can work with that will allow light to pass through the texture, yet keeps the texture completely visible?
btw I'm new to the boards if ya haven't noticed
I'm not sure if it's gonna work, as I'm not entirely sure what situation it is to be used in, but try using a projector instead:
That shows you the basics. give it a try and report back.
Hrm... I think I'm having a problem with the projector as it is.... when I'm trying to adjust it, I don't get the blue and yellow boxes showing where it is going to project against.
here's a screenie of the windows that I'd like to fill, but I still want the lighting affect I get in the screenie.
(I have another set of windows on the other side of the room aswell)
I believe the projector will and can solve my problems, but I can't seem to be getting it to work...
you need to turn off blockzeroextent traces for the light to shine through whatever texture you put in the window. problem is it also lets you shoot through the window texture. so youll have to add a blocking volume in the window, which is invisible by default, and set it to blockzeroextenttraces. this way, since its invisible, it will block gun fire, and you window texture will let light through. complicated process, but it gets the job done.
Bonehed, I turned off blockzeroextenttraces... yet the outside light was still barred from coming through the texture :-\ any other way to go about this?
thanks again guys,
EDIT: O yeah! Merry X-mas!
I don't know if this is quite the effect you wanted to achieve, but my solution to this problem was to create a skybox, then set the window texture to 'fake backdrop'. Now I have my texture that I can't shoot through. Then I placed a lightbox static mesh (I just borrowed the one from wm_static mesh folder) on the window and positioned it so I got the effect of a light shining through, then I placed a directional spotlight in front of it and aimed it in a diagonal direction at the ground. Then I placed a couple more lights (one in the middle with a small falloff, and one on the ground) and pretty much got what it sounded like you wanted. If you give me your email I'll send you the sample map.
I've messed around with getting light to shine through things, and have this still be collideable, and just couldn't get things going, so I created this solution as a workaround. Truthfully, I think it looks better to have a skybox beyond your window than a window texture, but that's an opinion. Good luck!
That sounds exactly like what I need.
if ya don't mind sending me the map,
Sent. Hopefully that will do for you until someone comes up with a better solution
hey im not here to answer your question, im here to talk about your name, i understand your new therefor im just wonderin if u copied my name or u made it up your self, im not really arsed, i jus came onto say CHANGE YOUR NAME!!!!!! LOL joke,
heh, run a search in google, search topic "Axe56" what you'll find is over 5 years of websites that I have visited and signed with this alias, good luck getting me to change my name. but on that matter, I really don't mind that we have similar names.
Hey sorry to bump a really old thread, but i've just started to have a look at UED recently, and im just going through some tutorials trying to learn things, and i saw this...
Originally posted by mrcarnival
Then I placed a lightbox static mesh (I just borrowed the one from wm_static mesh folder) on the window and positioned it so I got the effect of a light shining through
This is an old screenshot from a UED tute for UT, but i wanted to do something like this, and i can't seem to figure out how.
I looked under the wm_staticmesh folder as mrcarnival said and there is only one small red light in there, i cant see a lightbox mesh :bulb:
Can anyone offer any advice on how to do this ?
All it says on that site above the pic is "Now add a lightbox actor from the deco class" but i don't think i see that in there either, maybe its different in ut2003 im not sure.
Any help appreciated
those are done with meshes now. there is one in ctf-december, if you want to look at that. make sure it fits your lights shape.