The Nay-Sayer on 1/3/2005 at 07:49
I can place a light by right-clicking and then selecting "Add Light here" I can also select the light actor and place that though that's essentially doing the same thing.
I've tried building all before editing them, I've tried turning them off before editing them, I've tried saving before editing them, I've tried unclicking them then re-clicking them to select the actor but I CANNOT edit the settings of the lights... all of the writing is written in blue and when I click it can't be edited.
I was thinking maybe I was looking in the wrong section but the lighting sections for the other parts don't have the detail of the one that's blue...
I'm confused, how do I edit colour, shape, etc. of the lights?
doctormidnight on 1/3/2005 at 07:55
You need to right click the light, and select "Light Properties." Expand the lowest "Properties" tab to see everything underneath it, and highlight the "lighting" entry. Then just right click, select "add property," and you can add all kinds of stuff. Obviously you'll be adding mostly from the "Lighting" option.
The Nay-Sayer on 1/3/2005 at 08:05
Quote Posted by doctormidnight
You need to right click the light, and select "Light Properties." Expand the lowest "Properties" tab to see everything underneath it, and highlight the "lighting" entry. Then just right click, select "add property," and you can add all kinds of stuff. Obviously you'll be adding mostly from the "Lighting" option.
AHHHHHHHHHHH.... so I have to manually add all the properties... annoying but understandable.
Thanks.
doctormidnight on 1/3/2005 at 08:41
No, you don't have to manually insert settings, as there are a lot of "pre-mades" already done for you. Open up your Actor Class Browser, click the "Actor Class" tab, and browse until it looks like the picture below (linked for size). You can keep expanding the different categories, and when you have selected the pre-built light you want to use, just highlight it, then right click in your Dynamic Light view and select the item.
(
http://www.sherlockholmesarmy.org/selectlight.jpg)
The Nay-Sayer on 1/3/2005 at 08:44
I have another question... I just placed a mesh right next to a light to test whether it would cast a shadow... it doesnt. So I'm guessing there's some toggle to get it to, I cast a shadow on it and it is lit by the lights however it's not casting a shadow itself.
doctormidnight on 1/3/2005 at 08:52
Quote Posted by The Nay-Sayer
I have another question... I just placed a mesh right next to a light to test whether it would cast a shadow... it doesnt. So I'm guessing there's some toggle to get it to, I cast a shadow on it and it is lit by the lights however it's not casting a shadow itself.
I'm actually having a similar problem, where torches will sometimes pass light through a solid object. I have a feeling that you are correct, and that a "hey man this thing exists so make it cast a shadow or something" property needs to be applied.
Mandrake on 1/3/2005 at 10:44
Quote Posted by doctormidnight
I'm actually having a similar problem, where torches will sometimes pass light through a solid object. I have a feeling that you are correct, and that a "hey man this thing exists so make it cast a shadow or something" property needs to be applied.
Perhaps this post by null will help:
(
http://www.ttlg.com/forums/showthread.php?t=94083)
He mentions that static meshes by default don't cast dynamic shadows, although he is a bit vauge on how precisely to enable it.
EDIT: Ok, under Properties->Render, add "CastShadows" and set it to true.
Now a shadow will be cast by the streetlamp. I just tried it on the test map you posted on another thread, and as I suspected, the light fixtures cast HUGE big honking shadows on the ground, which correspond with the spots where the lightgem went dark.
The question is, how to change things so that it doesn't cast a shadow, but also doesn't block light flow for the lightgem...obviously you don't want cast shadows for the lamppost itself, but there must be some other property that affects the lightgem reading. (a material property perhaps on the lamppost ?)
Perhaps find an example of the same kind of lamppost in the game and see what properties have been added to it ?
I don't recall seeing a lampost like that in the game though, so not sure where to look...