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 Post subject: Physic object emitting light in UDK
PostPosted: Thu Apr 05, 2012 4:49 pm 
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Joined: Thu Apr 14, 2011 7:09 pm
Posts: 76
Location: The Netherlands - Amsterdam
Hey there, thanks for opening up the thread in the first place :D.

So I have been messing around in UDK a bit and figured i'd like to make a physics object just swinging around whenever someone pulls or pushes it , heres the result :http://www.youtube.com/watch?v=ska3gmKtwNA

( Theres tons of tutorials on how to do this on the web, cannot find the one I used anymore tough)

Anyways , it's a little medieval lamp and I figured, these things emit light...so maybe you can quess where im getting at..I want this thing to emit light, and ofcourse it wasn't as simple as i hoped it was.

Because whenever I add a light it's a static light.. and this lamp moves around and jiggles and stuff.

So the main question is : Is there a way for me to "link" alight to my lamp so the light is also affected by the movement of the lamp?

Thanks in advance, and many thanks to the one who can help me out on this one.

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 Post subject: Re: Physic object emitting light in UDK
PostPosted: Tue May 01, 2012 11:14 pm 
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Joined: Sun Feb 22, 2009 1:33 pm
Posts: 4891
sorry - I've no experience in UDK

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 Post subject: Re: Physic object emitting light in UDK
PostPosted: Wed May 02, 2012 10:35 am 
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Joined: Thu Apr 14, 2011 7:09 pm
Posts: 76
Location: The Netherlands - Amsterdam
Don't worry about it ,thanks for the reply, I'm just hoping someone here does, but it seems to be quite the hard subject.

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 Post subject: Re: Physic object emitting light in UDK
PostPosted: Thu May 03, 2012 6:11 pm 
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Joined: Mon Jan 30, 2012 5:42 pm
Posts: 2
Location: Derby, UK
Hey Zubnero

When building the material for the mesh you could connect a 3 vector constant to the emissive pass of the material in order for it to emit light. (shortcut: hold down the 3 key and click anywhere in the material editor). The constant allows you to basically choose the colour you want it to be using 3 colour channels (RGB)

To specify what areas of the UV map you want lit you simply use an alpha map. Refer to the simple example below

Attachment:
material.png
material.png [ 166.12 KiB | Viewed 913 times ]


If your diffuse texture has an alpha channel you can use this to plug into A of the multiply node instead of using a separate map but either way works just as well.

Play around with the values in the constant 3 vector and remember that any value above 1 will be emissive and will get brighter the higher you go.

Attachment:
lamp.png
lamp.png [ 172.95 KiB | Viewed 821 times ]

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