UE1 - UT Some surfaces of mover aren't being lit

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Chopin

New Member
Aug 23, 2005
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So I have a constantly rotating mover, but when it rotates far enough so that I can see the other side the surfaces are not lit at all (just black) as if the lights I placed there don't even exist (except they do light up everything else) and this is only happening with some of the surfaces on the mover, the ones that are visible when the map starts are lit just fine its just when it rotates around to the ones that were not visible when the map started that are unlit. How do I fix this?

It's not a dynamiclightmover, but I have lights on the other side that light the other surfaces so they should be lit when it comes around, no?

Also, I don't want it to be a dynamiclightmover, but setting it to that doesn't help the problem anyway.
 
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Chopin

New Member
Aug 23, 2005
174
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okay those things definitely helped make it look better but didn't solve the problem completely, they other side is still dark just not as dark. But thanks at least now it is more tolerable than it was before.
 

War_Master

Member
May 27, 2005
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BrushRayTraceKey should have the key number where the mover is totally lit by the light after lightning was rebuilt in UED. And bDynamicLightMover should be set to true as well unless the mover is for a destroyable effect.

Try messing around with the BrushRayTraceKey and rebuild the map to see which key the mover gets lit evenly or as much as possible. Another trick is to give the mover an extra position where it gets lit all around and set that same key number for the BrushRayTraceKey but dont use it for the mover's sequence (NumKeys, subtract 1 from the total on the sequence and should be the last key number).
 

Chopin

New Member
Aug 23, 2005
174
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Yeah good ideas for regular movers but this is a rotating mover so brushraytracekey is irrelevant as there are no keys