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Thread: Plusing Lights.

  1. #1
    legacy-AkumuX
    Guest

    Plusing Lights.

    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

  2. #2
    Angel_Mapper
    Guest
    Dynamic lighting doesn't work right, so all those light types are obsolete. Use Projectors instead.

  3. #3
    legacy-AkumuX
    Guest
    :cry:

    Er... okay. Thanks!

  4. #4
    legacy-AkumuX
    Guest
    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, but it doesn't seem to cover this really.

  5. #5
    legacy-elvez
    Guest
    did you rebuild your scene before you tested. also try another setting like flicker to see if it works.

  6. #6
    legacy-Raptor2113
    Guest

    TriggerLights!

    TriggerLights work. Pulsing, flickering, etc... do it with TriggerLights!:up:

  7. #7
    Angel_Mapper
    Guest
    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.

  8. #8
    legacy-azmodai
    Guest
    emitters are also good for this business

  9. #9
    legacy-Raptor2113
    Guest

    TriggerLights

    I say again, TriggerLights. TriggerLights will support LightTypes, though not LightEffects. Lighting --> LightType = LT_Pulse, and TriggerLight --> bInitiallyOn = True. Voila, a pulsing light. 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!

  10. #10
    legacy-Teddie
    Guest

    Re: TriggerLights

    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. 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.

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