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Thread: Plusing Lights.

  1. #1
    MSgt. Shooter Person
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    Default 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

    Default

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

  3. #3
    MSgt. Shooter Person
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    Default

    :cry:

    Er... okay. Thanks!

  4. #4
    MSgt. Shooter Person
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    Default

    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

    Default

    did you rebuild your scene before you tested. also try another setting like flicker to see if it works.

  6. #6
    MSgt. Shooter Person
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    TriggerLights!

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

  7. #7

    Default

    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
    Skaarj
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    Default

    emitters are also good for this business

  9. #9
    MSgt. Shooter Person
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    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
    Redeemer
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    Default 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.

  11. #11
    MSgt. Shooter Person
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    Default

    Yep, that worked, thanks Raptor2113!

  12. #12
    legacy-Streetgrime
    Guest

    Default I almost vomited from Stress...

    Then I read Raptors e-mail...

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

    Thanks Raptor!!

  13. #13
    Redeemer
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    Default

    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.

  14. #14
    MSgt. Shooter Person
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    Post yeah, but...

    true... but for those times when you just gotta have em... they're there

  15. #15
    Iron Guard
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    Default Re: yeah, but...

    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).

  16. #16
    MSgt. Shooter Person
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    Default Re: Re: yeah, but...

    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

  17. #17
    Iron Guard
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    Default Re: Re: Re: yeah, but...

    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
    FZ

  18. #18
    MSgt. Shooter Person
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    Default

    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 map.

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


 

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