UED2 Main

UED2 Tutorial - Light sources

Light in UT comes from light sources.
To add a light source just press right mouse button and
select "Add Light Here".
You will see a torch looking like this added to your design;
UED2 Torch Image

The easiest way to add a light is in the 3D view and then use
the 2D view to move the light around.

Lights (like all stuff in UT) use processing time in-game.
Using lights effective will keep frame rate at best.

Alot of light related info can also be found in my texture/wall
tutorial.

Light properties is explained in the tables below.

Property Specific
+Advanced
bDirectional Make the light directional (used with spotlights).


+Display
DrawScale Affects light actor size in editor and size of lensflare.
Skin The texture used for a lens flare and TexturePaletteOnce/Loop effect.


+LightColor
LightBrightness How bright the light should be from source and outwards.
LightHue Light color (also affected by LightSaturation)
LightSaturation Light color (also affected by LightHue)


+Lighting
bActorShadows Creates shadows (bShadowCast).
bCorona Adds lensflare to the light (needs texture, Skin).
bLensFlare Not used by UT.
bSpecialLit Light only affect walls and items with the Special Lit true.
LightCone Size of specific lights, like spotlights.
LightEffect Select how the light is supposed to act (Further down for specs.).
LightPeriod Speed of selected LightType and/or LightEffect.
LightPhase Start of light animation cycle.
LightRadius Radius affected by the light and lens flare.
LightType What kind of light (Further down for specs.).
VolumeBright Brightness of volumetric light (fog).
VolumeFog Thinkness of columetric light (fog).
VolumeRadius Radius of volumetric light (fog).

Light Effect Specific
TorchWaver Makes the light shimmer a little.
FireWaver As the TorchWaver but more "drastic".
WateryShimmer Also like the TorchWaver but more wave and glimmer feel.
SearchLight A rotating spotlight (Adjust speed with LightPeriod).
SlowWave A wave that starts from the middle and flows out.
FastWave As SlowWave but at a faster rate.
Shock A small pulsating light, fast up and slowly down.
Disco What can I say, weird looking disco light.
Spotlight Simply a spotlight (set bDirectional).
NonIncidence Makes the light stronger and reduce the amount of shadow.
Shell Only lights the actuall lightradius (a hollow sphear).
OmniBumpMap This a light that only light up actors(players) and not the geometry.
Interference Light waves that goes from bottom to the top.
Cylinder Creates a light cylinder instead of a standard sphere.
Rotor Like Interference but moves sideways instead, like a fan.

Light Type Specific
None Turns the light off.
Steady The light "strength" is constant (Default).
Pulse A "heavily" pulsating light.
Blink Randomly turns light off for a split second.
Flicker Randomly turns light on/off at random intervals.
Strobe Fast switching between light on and off.
SubtlePulse As Pulse but less "deep".
TexturePaletteOnce Will cycle through the texture palette selected for "Skin", once.
TexturePaletteLoop As TexturePaletteOnce but loops (Adjust speed with LightPeriod).



Changing the color:
When you select either LightHue or LightSaturation a button "color" will show.
Press this button and select a color you want.
This will be the color your light radiate.

Adding a Lens Flare (Corona):
To do this you need to set "bCorona" under "Lighting" true.
You also need to add a texture to "Skin" under "Display".
"DrawScale" under "Display" adjusts the size of the lens flare (0.2-0.5).
Just note that you are not able to see coronas outside the light radius.

LightPeriod and LightPhase:
LightPeriod sets the speed of animated lights, like searchlights and so on.
LightPhase however change the frame which your animated light should start
from.
It can be used to sync two lights with the same light effect,
or the light with a mover to make sure both objects move/animate the same.
(A rotor mover and a light with the rotor light effect).

Shadows:
To do this you need to set "bShadowCast" under "Display" true for the item.
Also set "bActorShadows" under "Lighting" true for the light to create the shadow.
(Almost certain this do not work).

Creating a spotlight:
The spotlight is directional so you need to set this property.
It is found under "Advanced" and "bDirectional"
Then change the "LightEffect" under "Lighting" to "Spotlight".
You might want to adjust the direction your light is pointing though.

DrawScale:
If the "DrawScale" property is not used for a lens flare you should
use it to make your editing easier.
In large outdoor areas you might want to use a draw scale of 5.0.
In small areas with lots of light sources 0.5 is maybe small enough.

TexturePalette Loop and Once:
This is a light type that cycles through the light color using a texture.
Any texture will work, but alot of palette and fading textures can be found
in "palettes.utx" and "genfx.utx".
The texture must be added to the propery "Skin" under "Display" for the light.
LightPeriod will then adjust the speed to the color cycle.

Alternative lightsources:
Anything that has the properties "+Lightcolor" and "+Lighting" can
radiate light.
You need to change "LightType" from "LT_None" and add values to
"LightBrightness" and "LightRadius".

Just change the light properties to suit your need.
(Not sure that exactly everything can radiate light though).

Default light levels (zonelight):
You can use zoneinfo actors inside zones, or level properties if
you do not use zones, to give areas or the entire level a default
lighting. (Particulary good for out door areas).
Under "ZoneLight" you can adjust "AmbientBrightness", "AmbientHue" and
"AmbientSaturation" to adjust the default lighting, much like a normal
light.

Soundeffects and light effects:
If you add ambient sound to a lightsource it will be heard as long
as the light is on.
If the light is "LE_Steady" you can hear the sound all the time
while lights with other effects like "LE_Flicker" will turn on/off the
sound along with the light effect.
This allow you to create more realistic and syncronized lights and sounds.

Triggerable lights: In the actor browser, under "Light" you have "TriggerLight".
(Two actually, but both are the same).

They work exactly like regular lights with one slight differance.
Regular light cannot be triggered while these can.

TriggerLight Specific
bDelayFullOn If true, the light will wait "ChangeTime" before changing state.
bInitiallyOn If the light should be on or off.
ChangeTime Time in seconds to change/fade from on to off (or off to on).
RemainOnTime It is connected with "TriggerPound" but I didn't get it to work.

The "InitalState" of the light determine how the trigger should affect the light.

InitalState Specific
None Useless as the light will not be affected by trigger.
TriggerPound Don't know if work
TriggerControl Light will stay on/off as long as player is in trigger radius.
TriggerToggle Turns off the light if it is on, and on if it is off.
TriggerTurnsOff Deactivates the light (nothing happens if light is off).
TriggerTurnsOn Activates the light (nothing happens if light is on).

Volumetric Light (fog):
To create fog you use lights.
The three properties "VolumeBrightness", "VolumeFog" and "VolumeRadius" set the brightness,
depth and size of the fog.
VolumeRadius is the covered sphear of the fog while VolumeBrightness and VolumeFog
both set the density.

Other light types and decoration:
In the actor browser you will find lots of lights and light decoration.
Most actors under "Light" is just regular lights with pre-defined properties.
"TorchFlame" is a ready to use lightsource unless you want to create your own
flames.

Under "Decoration" you will find actors that can aid your level theme.
This includes "LightBox", "LightCone", "TubeLight" and so on.