Legacy:Corona - Unreal Wiki

# Legacy:Corona

### From Unreal Wiki, The Unreal Engine Documentation Site

A corona is created by making a light that has a skin associated with it. It is often erroneously called lens flare. To see a corona through a Static Mesh change Collision>bBlockZeroExtentTraces to false.

## UT

Here are the steps for making a corona in UT:

1. Place a Light (UT) wherever you want the corona to appear.

1. Open the Texture Browser and select a corona texture. There are some nice ones in GenFX and City.

1. Open the Actor Properties for the light. Set the following properties:

Group | Property | Value | Explanation
Display | Skin |  | Click Use to give your light the texture you just picked out.
Display | DrawScale | 0.1...0.3 | Scales the corona image; with 1.0 it's rather large. One unfortunate consequence of this is that this property also scales the actor icon in UnrealEd, making corona actors hard to find.
LightColor | Brightness | 0.0 | Set so that your corona won't also cast light. You'll need to use a second light for that.
LightColor | LightHue |  | Set a colour for your corona (if you are using a white skin that is, if you have a colored one then just leave it).
Lighting | bCorona | True | bLensFlare was used with Unreal1 and is obsolete in UnrealTournament.
Lighting | LightRadius | Anything | sets how far the corona will be visible in game

The map must be rebuilt (including geometry) to see the effect.

## UT 2004

Here are the steps for making a corona in UT2004:

This is probably the same in UT2003

1. Place a Light wherever you want the corona to appear.

1. Open the Texture Browser and select a corona texture. There are some in "EmitterTextures.Flares" and "EpicParticles.Flares".

1. Open the Actor Properties for the light. Set the following properties:

Group | Property | Value | Explanation
Display | Skin |  | Click Use to give your light the texture you just picked out.
Display | DrawScale | 0.1...0.3 | Scales the corona image; with 1.0 it's rather large. One unfortunate consequence of this is that this property also scales the actor icon in UnrealEd, making corona actors hard to find.
LightColor | Brightness | 0.0 | Set so that your corona won't also cast light. You'll need to use a second light for that.
LightColor | LightHue |  | Set a colour for your corona (if you are using a white skin that is, if you have a colored one then just leave it).
Lighting | bCorona | True | bLensFlare was used with Unreal1 and is obsolete in UnrealTournament.
Lighting | LightRadius | anything | sets how far the corona will be visible in game

The map must be rebuilt (including geometry) to see the effect.

## Other Properties

Other Corona properties you might be interested in.

Group | Property | Value Type | Explanation
Lighting | bDirectionalCorona (UT2k4) | Bool | Activates/Deactivates Directional Coronas
Corona | CoronaRotation (UT2k4) | Float | If bDirectionalCorona True, will set the corona's rotation
Corona | CoronaRotationOffset (UT2k4) | Float | ...???...
Corona | MaxCoronaSize | Float | The maximum size the corona can achieve
Corona | MinCoronaSize | Float | The minimum size the corona must achieve
Corona | UseOwnFinalBlend | Bool | ...???...
Display | ScaleGlow | Float | Rate of fadein/out

### Caveats

- Coronas can only be seen through masked semisolid or nonsolid brush.
- A corona textured light can also be used as a light emitting source, but the corona will only be seen in game as far as the radius is set.
- To make a small radius light seen from afar, use 2 lights. Set the corona textured light actor brightness -> 0.

## Viewing Coronas in UnrealEd

(Could someone confirm which rendering modes display them in UnrealEd?)

1. Type `camera open` into the UnrealEd Console
2. Maximize the floating viewport
3. The viewort should use accelerated rendering and show lens flares.
4. Press `Alt+Tab` to return to UnrealEd.

### Caveats

Birelli: Software rendering in UED does not display coronas as D3D does. As for looking at it in the editor I always just right-click the top bar of my 3-D viewport and go down to D3D, I'm not sure what this camera open thing does though, maybe it's better

Tarquin: "Camera Open" opens a floating viewport you can maximize to the entire screen. It's good for people with a dinosauresque 2-card setup who can only run OpenGL fullscreen (like me)

Generic Badass: Go into advanced properties, rendering, software rendering, coronas = true. then you can see coronas in software mode in UT and UnrealEd.

## Comments

Tarquin: Do we need to update this for UT2003?

MythOpus: I think So. Unfornately, I haven't mapping lately to see whats changed...

SirKline: That worked for me in UT2004. Hope, its clear now.

SuperApe: Does anyone know about a limit on the number of visible coronas in UT2003? (A friend is saying he can't see more than 64)

MythOpus: The properties of a light now have added options. One of them is ' Coronas '. In this list you can choose the min. distance and max distance of the corona as well as the Size of it.

## Related Topics

- Lighting topic page
- Light (UT) class reference
- Actor (UT)/Lighting – Reference page for Lighting and LightColor properties

Category: Legacy Mapping

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