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<h1 class='pagetitle'><a href="actor-ut.html">Actor (UT)</a>/<a href="http://wiki.beyondunreal.com/wiki?back=Actor+(UT)/Display">Display</a></h1>
<div class="wiki"><div class="classpath"><img src="shared//gameicons/icon-ut.png"> <a href="unreal-tournament.html">UT</a> :: <a href="object-ut.html">Object (UT)</a> >> <a href="actor-ut.html">Actor (UT)</a> (Property Group: Display)<br></div>
<p>(see <a href="actor-display.html">Actor/Display</a> for the <a href="unreal-tournament-2003.html">UT2003</a> version)</p>
<p>Properties that every <a href="actor-ut.html">Actor (UT)</a> has which control its display in the game.</p>
<p>Some of these also have an effect in UnrealEd, which is why working with <a href="corona.html">corona</a>s is such a right pain.</p>
<dl><dt>AmbientGlow</dt><dd>"Ambient brightness, or 255=pulsing"</dd><dt>bFilterByVolume</dt><dd>"Filter this sprite by its Visibility volume." Huh?</dd><dt>bMeshCurvy</dt><dd>"Curvy mesh."</dd><dt>bMeshEnviroMap</dt><dd>Render Mesh environment-mapped with Texture</dd><dt>bNoSmooth</dt><dd>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.</dd><dt>bParticles</dt><dd>Given Mesh, particles (sprites drawn as Texture) are drawn where each mesh vertex would be.</dd><dt>bRandomFrame</dt><dd>If bParticles = True, each particle texture is randomly selected from Texture and the MultiSkins array.</dd><dt>bShadowCast</dt><dd>"Casts Shadows" (not yet implemented?)</dd><dt>bUnlit</dt><dd>Actor is rendered fully lit.</dd><dt>DrawScale</dt><dd>Scale by which actor is drawn</dd><dt>float LODBias</dt><dd>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. </dd><dt>DrawType</dt><dd>How actor should be rendered as. (More exist than those listed below, but they are unused.) <em class="em1">Legal</em> Don't exist or..?<ul><li>DT_None – Don't render. Not visible.</li>
<li>DT_Sprite – Draw as sprite (2d) using Texture/Sprite</li>
<li>DT_Mesh – Draw as mesh (3d) using Mesh, mapped with Skin</li>
<li>DT_Brush – Draw as brush</li>
<li>DT_SpriteAnimOnce – Draw as Sprite, and, if an animation sequence, only animate once.</li>
</ul>
</dd><dt>Fatness</dt><dd>Expansion or compression of mesh along its normals. Default = 128. It's this property that is changed by the <a href="pressurezone.html">PressureZone</a> in DM-Pressure.</dd><dt>Mesh</dt><dd>3d model to render actor as in the world and editor if DrawType=DT_Mesh.</dd><dt>ScaleGlow</dt><dd>"Multiplies lighting"</dd></dl>
<p class="indent1">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.</p>
<dl><dt>Skin</dt><dd>Texture to be mapped onto Mesh.</dd><dt>Sprite</dt><dd>Texture to be rendered if DrawType=DT_Sprite.</dd><dt>SpriteProjForward</dt><dd>"Distance forward to draw sprite from actual location"</dd><dt>Style</dt><dd>Technique to use while rendering.<ul><li>STY_None – don't render.</li>
<li>STY_Normal – render normally.</li>
<li>STY_Masked – all pixels with the first color in the palette (palette entry 0) are made completely transparent.</li>
<li>STY_Translucent – variable translucency based on brightness. Black is invisible, grey is 50%, white is opaque.</li>
<li>STY_Modulated – render texture modulated; RGB(127,127,127) is transparent. Deeper shades darken, lighter shades lighten.</li>
</ul>
</dd></dl>
<p class="indent1">See <a href="color-blending.html">Color Blending</a> for a more detailed explanation.</p>
<dl><dt>Texture</dt><dd>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.</dd><dt>VisibilityHeight</dt><dd>"cylinder. Zero=infinite visibility."</dd><dt>VisibilityRadius</dt><dd>"Actor is drawn if viewer is within its visibility"</dd></dl>
<h2><a name="0.1"></a>Related Topics</h2>
<ul><li><a href="actor-overview.html">Actor Overview</a></li>
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<a href="http://wiki.beyondunreal.com/wiki?action=edit&id=Actor_(UT)/Display">Edit text of this page</a> | <a href="http://wiki.beyondunreal.com/wiki?action=history&id=Actor_(UT)/Display">View other revisions</a><br>Last edited October 12, 2004 12:09 <a href="http://wiki.beyondunreal.com/wiki?action=browse&diff=1&id=Actor_(UT)/Display">(diff)</a><br>Search: <input type="text" name="search" size="20" /><input type="hidden" name="dosearch" value="1" /><br><br><small><a href="http://wiki.beyondunreal.com/wiki/Actor_(UT)/Display">Original page</a> – copy created Sat, Jun 23, 2007</small><div></div>
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