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How to Create Glow Lights
There are 2 types of glow lights in Raven Shield, the normal Glow Light and the R6Glow Light.
Glow Light (standard)
The glow can be set up using 2 methods: You can set up a glow to your normal lights or you can do it on independent lights used only for glow. I prefer the second method because it allow you to move the source of the emitted light without moving the glow.
Method:
Step 1-Place your light entity (the ones who emits light in the map) set the parameters (brightness, color, radius).
Step 2-Duplicate the light and set the different options
Step 2A- Display Properties
--> Skins (add one and assign a texture). Corona texture are in this pack (Texture'R6SFX_T.Flare).
Step 2B- Lighting Properties
--> bCorona = True --> bCoronaMUL2XFactor = 0.5 (This value allow you to set the brightness of the corona). --> LightType = LT_none (This will prevent the light used for the glow to emit light in the map). --> m_fCoronaMaxSize (set the maximum size the glow can become) --> m_fCoronaMinSize (idem for minimum size)
Step 2C- LightColor Properties
--> Brightness : has no effect --> Hue & Saturation : allow you to modify the color of the corona without changing the texture. You shouldn't have to change it since you duplicated it from your light emitting actor in which it was already set.
R6Glow Light
This is the same thing as a glow light but it has a cone effect. The more directly your facing it the more the glow will be visible. Outside of the cone the glow is not visible.
Method:
Step 1- You need to place an R6GlowLight actor in the map using the class browser. Actor--->Light--->R6GlowLight
Step 2- In the editor you should see a light with an arrow. This arrow is the center of the cone. The cone is defined in R6Glow-->m_fAngle =(default is 90)
Step 3- R6Glowlights have the same parameters as the normal glow lights and they are set in the same way.
Here you go!
Written by TaLoN
Edited by cwv_Odedge
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