Lens Flares
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Tomasz 'Millennium' Jachimczak
tomasz@planetunreal.com

Forward:
There seems to be a great big huge whopping demand for this tutorial, so here it comes.

Abstract:
This tutorial will show you how to add in Lens Flares into your lights. It will also show you how to change them so that they look the best for your level.

Assumptions:
I assume that you already know how to make lights, and how to place them in your level. If not, you should have a look at the lights tutorial I have written. 

Tutorial:
Introduction:
When you have placed you lights in the level, you will need to open up a new texture package for the lens flares them selves. To do this make sure you are browsing the "textures" in the right hand bar, and click on "Load". When the dialog box appears, open the GenFX.utx package, and you should see all the possible textures that are there. 

Selecting the Flare:
When you find the light that you want to have a flare on, bring up it's "advanced properties" by right clicking on it, and then go to the Textures bar. Choose a texture that will suit your room, and click on it. Then go back to the Light Properties, Choose DISPLAY>SKIN and you should see a little Input there. Press the "use" button and your new texture's name should appear in the box. 

When that is done, go to LIGHTING>BCORONA and set it to "true" (defualt is "False")

Adjusting the Size of the Corona:
You can at this piont rebuild your level (AutoBSP and Lighting) but your flare would probably be way too big to look good. Let's fix it to be the right size eh?

Select the Light Properties again, and choose DISPLAY>DRAWSCALE. The defualt here is 1.00000 but you will probably want to have your one set between 0.3000 and 0.5000 (Hell, I am guess how big you want it here. :)

Lastly:
There is just one more thing I think I have omitted so far... In the Light Properties, you have to change a few settings. Select LIGHTING>BCORONA and set it to true, otherwise your Flare won't be visible, and there is another setting there called bLensFlare, but that one doesn't seem to do all that much, so you might just leave it set to "False".

