Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Both of these things are going to be inter-linked, in a way. Changing the light texture to looking off, I'll assume that's l;inked to the lights going off also.
So First we need to toggle the light off/on.
Instead of adding a PointLight actor, we need to add a PointLight_Toggleable, you can find this in the Actor Classes tab of the content browser.
I'll start with 2) as it's the easiest. A simple flicker can be made with the light_toggleable and some scripting in kismet. So select your light in the map then open up Kismet (the green K with the arrow on the leg, not the red dot).
Right click on the kismet screen and "new event>level loaded"
next to the again "new action>misc>delay"
Join up the Beginning of level to the Start nodes.
Under the Duration node add "new variable>float>random float" and link the duration to the float.
With the random float selected look at the properties and change the max and min numbers, this will be to your liking as to how fast you want the flicker to be.
Now add "new action>toggle>toggle" and link the finished node to the toggle node. Then link the out node back to the Delays start node.
With your light selected in the map, link that to the taget node on the toggle.
That should make the light flicker forever.
Basically level loaded>delay>toggle>loop back to delay.
The texture change is a bit more indepth.
Doing this you'd have to make your own material without the emmisive glow.
So in the Content browser, right click "new material" name it and make sure the package file is your maps file, it should be in the drop down menu.
For this example I'll use the strip light with the red sides.
So opening up the new material, you should get the material editor window.
We dont need the glow, so we find the correct textures in the content browser, in this case it's T_Env_Deco_Light_01 We need the D,S and N, Diffuse , Specular and Normal textures. Drag those into the material editor window and link the up to the right nodes, easy stuff, Diffuse to diffuse>spec to spec and norm to norm.
Now we have a material without the glow.
Cont>next post
To change between the two materials, we need to kismet it up again.
open up the kismet, and add "new action>Actor>set material"
You'll need two of these, one for the original "on" material, and one for the newly made"off" material.
Select the material in the content browser, and then select the set material in the kismet screen. on it's properties, click the green arrow to use the select material.
The next part is up to you, it depends on how and when you want to change the material.
If for example you're linking upto the flickering light we made above, we'd add new stuff into the already made kismet.
So Given we have "level loaded>delay>toggle>loop
We need to add a switch after delay.
So under the Toggle add a "new action>switch>switch"
Change its properties to 2 link and check looping.
Link up the in on the switch to the finished on the delay.
On the 1st link, from the switch add the set material node that has the off material
on the 2nd link and the set material with the on material.
Lastly link the two set material targets as the interp actor light you placed in the map.(just select it in the map and right click in kismet to be able to place it)
Done, you now have a light that flickers and the material changes when the light turns off.
I know I make it sounds aweful, but it quite simple really.
here's what it'll look like
https://imgur.com/a/1IXo4b2
Side note:if you want to see how it's setup properly, open up my Die Sector map in the editor.
I have my consoles in that map work the same way, touch console>material changes>lights change green to red.
The interp actor is only used because we needed to change its properties in kismet.
yeah lights are fun to play with
one can be very clever with spotlight/movable along with lighshafts lens flares colur n brightness
if ya want to learn more complex kismet stuff
sub to all of mine fodeers and carthiefs maps n youl open kismet n say holy moley thats a big spiderweb but to work out what does what is pretty easy open kismet n right click on variables etc n choose select actor in level then it will highlight the actor in the map
can also right click on stuff in the map n choose find in Kismet which will help show how its setup
ive had so much fun making stuff in my levels n fodder n BlackEagle have also been very helpful
ive cobbled together some rather crazy stuff in VCD and alot of the stuff fodder n myself have made can be merged n messed around with to make all sorts of stuff in Kismet do some really cool stuff
epic told me waterslides wouldn't work in ue3 but i somehow got that working esp with multiplayer
main thing is to have fun relax n let your imagination guide you
i was gonna launch the vulcan missile when making the garbage chute but it kinda turned into an indoor skydiving centre with a twist=nothing really goes as planned but it turns out pretty cool in the end
open mine and fodder's maps in the level editor its better to look n see for yourself which is more helpful than any tutorial
look at the content browser packages in our maps too lots of custom content in there to see how that works too
BlackEagle's level creation guide helps with setting up the core of things!
get stuck just post something im pretty busy lately but as fodder said they here to help
sometimes i drop in to help out too
n yeah it be great to see a new map in the wild its a nice experience when lots of people sub to ya maps n even more fun when others give positive feedback
get stuck with bugs et after upload just ask n we will try help ya fix em:)
good luck:)
whats the theme of your level
sometimes i like to leak screenshots when im working on something that's almost ready to publish=sometimes i get some early feedback to add remove or change something but usually its just likes=silly but it helps calm my nerves when i think to myself will others enjoy playing what ive created:)
conspiring with YouTube streamers via steam chat has also been fun esp when medic n i conjure up a plan to trap Deadman in some of my maps as revenge for Deadman not letting medic turn the big banger radio on:)
then i watch the videos seeing vthem almost wet themselves laughing=mission accomplished:)
@ BlackEagle
we miss ya its pretty quiet here lately n hows those new project/s going my wallet is itching to buy whatever ya making is playable:)
And in terms of looking through both yours and cannonf0dder's maps, I will definitely give that a go, especially when I decide to get more technical in my map making. But when it comes to drip-feeding screenshots of my map, although a great idea, I'm always a sucker for surprises. Looking forward to publishing my map, and as you said, for feedback on what more I could improve on, and what people enjoyed. Thanks for your suggestions, and keep up the great work!