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Lighting Question.

Ask UnrealEd 1 mapping related questions, or give hints, tips and tricks
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William(Rainman)
OldUnreal Member
Posts: 991
Joined: Mon Jul 25, 2011 3:20 am

Lighting Question.

Post by William(Rainman) »

I played this Map Pack called Strangeworld and in the First Map it goes from Day to Night as you Progress through the Level.

How do you set up Lighting like that?

It has Trigger Lights next to Regaler Lights could that cause that?
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)Leela(-[otS]-
OldUnreal Member
Posts: 205
Joined: Tue May 31, 2011 7:30 pm

Re: Lighting Question.

Post by )Leela(-[otS]- »

Hiya :)

yup it's done with TriggerLights.
You can use the setting ChangeTime for it. This is the time the light will take from full on to off or from off to full on. You can do some neat things with it.
William(Rainman)
OldUnreal Member
Posts: 991
Joined: Mon Jul 25, 2011 3:20 am

Re: Lighting Question.

Post by William(Rainman) »

Hiya :)

yup it's done with TriggerLights.
You can use the setting ChangeTime for it. This is the time the light will take from full on to off or from off to full on. You can do some neat things with it.
Do i need to set Trigger Lights up with Tag and Event?
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)Leela(-[otS]-
OldUnreal Member
Posts: 205
Joined: Tue May 31, 2011 7:30 pm

Re: Lighting Question.

Post by )Leela(-[otS]- »

Hi :)

yes, like the name already says. Normally something must trigger the actor to make it work.
As an example the change from day to night in Strange1:
You set the TriggerLight up like a normal Light. In this case the TriggerLight looks like daylight. Under Object/InitialState you set how the TriggerLight should be used. Here it is set to OtherTriggerTurnsOff, that means as soon as this light is triggered by something it will turn off.
With TriggerLight/bInitiallyOn you set if this light is On or Off at mapstart, here it is set to On of course. And TriggerLight/ChangeTime gives the time the light will need to go totally Off. In Strange1 it takes about 7 minutes, must be something around 400 or 450 seconds. If you leave it set to the default value of 0, the light would turn off at once.

If you are interested in more and better explanations than I could do I would recommend this:

http://www.oldunreal.com/editing/TCUERG.zip

You will find lots of cool things in it and also many informations about Light actors and how to use them.
Last edited by )Leela(-[otS]- on Sat Aug 11, 2012 1:10 pm, edited 1 time in total.
William(Rainman)
OldUnreal Member
Posts: 991
Joined: Mon Jul 25, 2011 3:20 am

Re: Lighting Question.

Post by William(Rainman) »

Hi :)

yes, like the name already says. Normally something must trigger the actor to make it work.
As an example the change from day to night in Strange1:
You set the TriggerLight up like a normal Light. In this case the TriggerLight looks like daylight. Under Object/InitialState you set how the TriggerLight should be used. Here it is set to OtherTriggerTurnsOff, that means as soon as this light is triggered by something it will turn off.
With TriggerLight/bInitiallyOn you set if this light is On or Off at mapstart, here it is set to On of course. And TriggerLight/ChangeTime gives the time the light will need to go totally Off. In Strange1 it takes about 7 minutes, must be something around 400 or 450 seconds. If you leave it set to the default value of 0, the light would turn off at once.

If you are interested in more and better explanations than I could do I would recommend this:

http://www.oldunreal.com/editing/TCUERG.zip

You will find lots of cool things in it and also many informations about Light actors and how to use them.
I read the Tutorial you posted but it didn't give me full Information on how to set up a Day/Night Cycle.

Also How do you make the Regular Light next to the TriggerLight turn off with your TiggerLight?
Last edited by William(Rainman) on Sat Aug 11, 2012 8:02 pm, edited 1 time in total.
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)Leela(-[otS]-
OldUnreal Member
Posts: 205
Joined: Tue May 31, 2011 7:30 pm

Re: Lighting Question.

Post by )Leela(-[otS]- »

Ah, I see. The regular Lights don't change, they stay always the same. Only the TriggerLights change.
In Strange1 are a bunch of TriggerLights inside the map and also some in the skybox. Right at mapstart all these TriggerLights are triggered and they start to slowly fade from full on to off. In the end it looks like a night ambient. The rest light you see then are the regular Lights.
William(Rainman)
OldUnreal Member
Posts: 991
Joined: Mon Jul 25, 2011 3:20 am

Re: Lighting Question.

Post by William(Rainman) »

Ah, I see. The regular Lights don't change, they stay always the same. Only the TriggerLights change.
In Strange1 are a bunch of TriggerLights inside the map and also some in the skybox. Right at mapstart all these TriggerLights are triggered and they start to slowly fade from full on to off. In the end it looks like a night ambient. The rest light you see then are the regular Lights.
I understand now. thank you Leela
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