Properties that every Actor (UT) has which control its display in the game.
Some of these also have an effect in UnrealEd, which is why working with coronas is such a right pain.
- "Ambient brightness, or 255=pulsing"
- "Filter this sprite by its Visibility volume." Huh?
- "Curvy mesh."
- Render Mesh environment-mapped with Texture
- If True, model textures are not filtered and will look blocky and stretched. For some stupid reason the Weapon superclass has this set to True by default.
- Given Mesh, particles (sprites drawn as Texture) are drawn where each mesh vertex would be.
- If bParticles = True, each particle texture is randomly selected from Texture and the MultiSkins array.
- "Casts Shadows" (not yet implemented?)
- Actor is rendered fully lit.
- Scale by which actor is drawn
- float LODBias
- This will affect the distance at which the engine starts simplifying the mesh. If your new model has parts that are pretty thin, or even have a single face, raise this number.
- How actor should be rendered as. (More exist than those listed below, but they are unused.) Legal Don't exist or..?
DT_None – Don't render. Not visible.
DT_Sprite – Draw as sprite (2d) using Texture/Sprite
DT_Mesh – Draw as mesh (3d) using Mesh, mapped with Skin
DT_Brush – Draw as brush
DT_SpriteAnimOnce – Draw as Sprite, and, if an animation sequence, only animate once.
- Lateral widening or compression of mesh. Default = 128. It's this property that is changed by the PressureZone in DM-Pressure.
- 3d model to render actor as in the world and editor if DrawType=DT_Mesh.
- "Multiplies lighting"
Use a value from 0...1 at scaleglow=0 an actor is very dark. Also when drawstyle = STY_Translucent a value of 0.0 means the actor is totally transparent. Slowly change this from 1 down to 0 in script to make things fade into transparency.
- Texture to be mapped onto Mesh.
- Texture to be rendered if DrawType=DT_Sprite.
- "Distance forward to draw sprite from actual location"
- Quality of rendering.
STY_None – don't render.
STY_Normal – render normally.
STY_Masked – render texture with Pallete ID=0 transparent.
STY_Translucent – render texture translucent with Pallete ID=0 transparent.
STY_Modulated – render texture modulated; RGB(127,127,127) is transparent. Deeper shades darken, lighter shades lighten.
See Color Blending.
- For actors like Trigger, this is the icon displayed in the editor. Texture to be rendered if DrawType=DT_Sprite and Sprite=None. Environment-mapping texture if bMeshEnviroMap=True.
- "cylinder. Zero=infinite visibility."
- "Actor is drawn if viewer is within its visibility"