A COMPREHENSIVE LIGHTING TUTORIAL
"Machismo"
cool_machismo@yahoo.com
INTRODUCTION
This is a medium sized tutorial that will
cover all the aspects of lights. Basically all you will need to know about
lighting in the beginning and intermediate stages. Lets be off then!.
LENS FLARE
Lets see the various simple steps that
are involved in making a light display a flare:
1. First load a suitable texture package. For now load up GenFx.utx which
has the best flares. Now from under the LensFlar subsection just choose a
suitable texture.
2. Place a single light in your level where you want it to display a flare.
3. Now just go to that lights properties
and set the following:
-
First and foremost go to the lighting subsection and set
bCorona to True.
-
Now go to the display
section and scroll down to Skin.
Since you have already chosen the lensflare that you want to use just
hit the use button. If you did not select a lensflare previously, hit
the 3 dots in the skin line and when the texture browser opens choose
the appropriate lensflare and then hit use.
-
Now if you left it as it
was the lensflare would be way too big. Still under the display section
set bDrawScale .10
- which will reduce the size in which lensflare will be drawn.
You need to set this amount depending on the situation in your level,
but generally speaking .10 is a very comfortable size.
4. Ok, all you need to do now is rebuild the level to
see the lensflare in it.
Lensflare makes your level look stylish and professional.
But make sure you give it a light source, i.e. put it in front of a light
texture to make it look more convincing.
LIGHT PROPERTIES / LIGHTING
Under a lights properties, when you expand lighting, you
get to fiddle around with all lot of very cool settings I'm going to show
you how to make use of all of them. All the following that is:

LIGHT COLOR
I have already discussed how to make colored lighting in
the UnrealEd2 Introduction. Its really simple
and I don't think I need to say any more. Basically the light color is
determined by the Hue and Saturations values which you can pick from the
standard windows color choose. To choose the color of a light just select
light color and hit the color button. This will open the windows color
chooser where you can select the type of color that you want. my suggestion
is that you first select a base color that from under basic colors and then
move the crosshair in the light gradient and you will see the actual color
being reflected in the color solid box.
LIGHT RADIUS (IMPORTANT)
The importance of this setting cannot be under emphasized.
I think next to light color this is the most important setting. The light
radius amount will determine how large a area that, that particular light
will affect. Generally speaking a light radius of 64 is too high an area.
The best way to determine the radius that a light has is to turn on radii
view in all the 2d and the 3d view (to do so right click on the top of the
view and from the actors menu choose radii view).

In the picture above you can see the tunnel that has been highlighted and
the lights and their radius also highlighted - they have a radius of only 5
- if I had put a higher value then the light would have flooded the other
areas making it difficult to determine the light source so that the others
rooms would be affected for the worse. This is a case where instead of
having to change the light radius of only a few lights, you will necessarily
have to change the light radius of all the lights and there will be only a
very few lights which you will leave with the default 64 radius.
NOTES:
If you experience a case of your lens flare disappearing on you this is the
setting that you will need to change. Also when lighting outdoor levels,
just use a few lights with their radius set to a large amount like 175
instead of using a lot of lights which will make the level look ugly. This
is the technique the pros used.
FOG
You will use the last three settings from under lighting ,
i.e. VolumeBrightness, VolumeFog and Volume radius. To make a light display
fog is very simple.
-
First seal the room where you want the fog to appear
into a complete zone using the zone portal brush (if you don't know hot
to do this you can read the Miscellaneous Zone Class tutorial here
to find out).
-
Place a normal zone info actor (from under info - don't
expand zone info like you do for other subclasses). Under the zone
info's properties expand zone info and set bFogZone
to true.
-
If you want to set the color of
the fog you will need to set it under the zoneInfo's properties itself.
Under the zone info properties just expand zone light and you
will see a entry called FogColor, just hit the 3 dots at the end and the
standard windows color choose will appear.
-
If you want to set the radius of the fog or how far
the fog will be seen you can set the amount under fog distance.
-
Now we come to the lighting part of the tutorial. Just
add in a single light in the room where you want the fog go to its
properties and expand lighting. You will just need to set
VolumeBrightness, VolumeFog and Volume radius which determine the
brightness of the fog, how thick the fog is and the amount of distance
it is drawn respectively.
Since fog is one of those effects that can slow down your
level use it sparingly.
SPECIAL LIT
The bSpecialLit value of a light allows you to affect the
surface of a specific texture without affecting the surrounding area. This
means that you can have a texture surface lit with one color while the rest
of the area is lit by another color.
To make use of this feature first go to the surface
property (select a texture and hit F5) of the texture that you want to have
specially lit (for example you can go to the surface property of a light
texture to make it seem differently lit from the surrounding area. Under the
textures properties in the flags tab just check special lit. Now all you
need to do is place a light (or lights for that matter) nearby go to its
properties and under lighting set bSpecialLit To True. You may also need to
change the LightRadius for it to be displayed properly.

In the picture above the light texture is Xlight2 from the UTtech1.utx
texture package (its white in color). I set its surface properties to
special lit and place two lights in front who were also special
lit.Notice how the room is blue in color but the light is purple.
LIGHT TYPE
Most of the light types you
will find are pretty self-explanatory and I will not be able to show
pictures of them without doing an animation. But use the light types
sparingly as they tend to slow down levels drastically, i.e. dynamic lights
(lights that basically u know ..... do stuff) slow a level down. its better
to give this to a single or few lights instead of something like 50 lights -
that would be asking for it :). Note to see most of these lights in action
you will need to turn on Real Time Rendering by hitting the joystick button
in the 3d view. Try the types one by one in your level to get a feel for it.
but anyway here's a list of light types and of what they do:
-
LT_Pulse - Heavy
disco style pulse - looks like the light is just being turned on and off
by itself.
-
LT_Blink
- Reminiscent of those bulbs that seem to be short circuited and about
to blow at any second.
-
LT_Flicker
- Heavy blink.
-
LT_Strobe
- Disco Strobe Lights Effect.
-
LT_Pulse
- Softer pulse than the previous one.
-
LT_TexturePaletteOnce
- (See Below) Does the same as the below one only once.
-
LT_TexturePaletteLoop
- Use this in conjunction with the Special Lit technique described
above. In the above example after going through the special lit stuff if
I had turned the Texture Palette Loop effect on the light texture would
have alternated between purple and white lights. It will give only the
texture a sort of subtle pulse.
LIGHT EFFECT
Again these tend to slow a
level down like anything (most of the effects though not some). Another list
of the various light effects and what they do:
-
LE_TorchWaver
- Shimmery torch like effects. looks like the textures that the light
effects have a fire drawn on it.
-
LE_FireWaver
- Heavier torch waver effects.
-
LE_WateryShimmery
- Looks like the texture which the light touches is reflecting water -
great to use in rooms that have pools in them.
-
LE_SearchLight
- exactly like a constant search light used in prison camps.
-
LE_SlowWave
- Soft Rippling waves being drawn on the textures within the light
radius.
-
LE_FastWave
- Much faster waves being drawn.
-
LE_StaticSpot
- Displays the light like a powerful, search beam focused on a single
area.
-
LE_Shock
and LE_Interference - Got to be seen to be believed.
-
LE_Disco
- Huge revolving disco type lights.
-
LE_SpotLight
- Like StaticSpot.
-
LE_NonIncidence
- The difference between a LE_None (no light effect that is and LE_
NonIncidence is very subtle. The none effect casts light in a radius.
Thus you can literally make out the radius stretching out. Whereas in
LE_Nonincidence the light is cast uniformly without a room having a
brighter center and darker corners (assuming that the light is place in
the center of the room.
-
LE_Cylinder
- Whereas the static spot and spotlight cast a light directly in the
face direction the LE_Cylinder effect makes it look like the light is being
cast down in a straight cylinder from the light source. The light radius
must be very small like 4 or 5 or depending on your level to achieve
this effect.

Note: The same effect can be achieved with static spot.
-
LE_Rotor
- Like the blades of a heli rotating in the room.
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