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|2 bisacsh
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|a 794.81526
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|a UAMI
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100 |
1 |
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|a Moore, Richard J.
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245 |
1 |
0 |
|a Unreal development kit 3 :
|b beginner's guide : a fun, quick, step-by-step guide to level design and creating your own game world /
|c Richard J. Moore.
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246 |
3 |
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|a Unreal development kit Three
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260 |
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|a Birmingham, UK :
|b Packt Pub.,
|c ©2011.
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300 |
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|a 1 online resource (iv, 241 pages) :
|b color illustrations
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336 |
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a data file
|2 rda
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490 |
0 |
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|a Learn by doing: less theory, more results
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588 |
0 |
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|a Print version record.
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|a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Level Design HQ; Time for action -- UDK download and installation; UDK folder structure; Time for action -- launching the editor; Autosave; Content browser; Time for action -- movement and rotation; Navigation; UDK; WASD key navigation; MAYA users; BSP; Why use BSP?; Can I use static meshes to create my map without using BSP?; Dominance of static meshes; Brushes only, no static meshes; Brushes and static meshes; Time for action -- using BSP brushes and static meshes
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505 |
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|a Additive and subtractiveAdditive; Subtractive; Unreal scale and proportions; Grid snapping; Viewport options; Summary; Chapter 2: Hello UDK; Your first map; Time for action -- setup, where to save the file, what to name it; Why CSG?; Time for action -- the builder brush and our first cube; Subtractive; Brush Order; Time for action -- geometry editing tool; Time for action -- building our first room; Time for action -- placing lights and a player start; Time for action -- creating a hallway and a second room; Time for action -- applying materials to CSG surfaces; Surface Properties
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505 |
8 |
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|a Time for action -- test map and add botsSummary; Chapter 3: Applying Lighting Effects; Directional lights; Point lights; Spotlights; Skylights; Time for action -- different types of light; Point lights; Spotlights; Directional lights; Skylights; Time for action -- lightmaps; Time for action -- adjusting lightmaps on CSG surfaces; Time for action -- lightmaps on static meshes; Summary; Chapter 4: Battling the Elements; Time for action -- the basics; Time for action -- add a new particle emitter; Time for action -- the smoke example; Time for action -- adding height fog; Setting parameters; Uses
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505 |
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|a Atmospheric hazeLocalized fog; Dense haze; Time for action -- creating the surface; Time for action -- water volumes; Time for action -- underwater; Summary; Chapter 5: Movement with Movers; Time for action -- a basic elevator/door; Time for action -- elevators UT style; Time for action -- a continuously looping animation; Time for action -- a continuously rotating animation; Time for action -- attaching something; Summary; Chapter 6: Terrain; Time for action -- your first terrain; Time for action -- applying materials; Time for action -- light mapping; Summary
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505 |
8 |
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|a Chapter 7: Adding Gameplay Elements into your MapAdding gameplay elements; Time for action -- naming your map; Time for action -- adding a player start; Time for action -- play in editor; Time for action -- placing pickups; Time for action -- placing weapons; Time for action -- placing jump pads; Time for action -- adding other game object types; Bot pathing; Time for action -- adding path nodes; Summary; Chapter 8: Complex Event Sequences; Time for action -- a simple sequence; Time for action -- basic UIScene; Time for action -- basic cut scene; Summary; Chapter 9: Materials; What is a material?
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505 |
8 |
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|a Time for action -- creating a new material
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520 |
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|a A fun, quick, step by step guide to level design and creating your own game world.
|
504 |
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|a Includes index.
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546 |
|
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|a English.
|
590 |
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
|
590 |
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|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
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650 |
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|a Computer games
|x Programming.
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650 |
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|a Computer graphics.
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650 |
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|a Jeux d'ordinateur
|x Programmation.
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650 |
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|a Infographie.
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650 |
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|a computer graphics.
|2 aat
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7 |
|a GAMES
|x Video & Electronic.
|2 bisacsh
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650 |
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7 |
|a Video games
|x Programming.
|2 fast
|0 (OCoLC)fst00872114
|
650 |
|
7 |
|a Computer graphics.
|2 fast
|0 (OCoLC)fst00872119
|
776 |
0 |
8 |
|i Print version:
|a Moore, Richard.
|t Unreal development kit 3.
|d Birmingham : Packt, ©2011
|z 9781849690522
|w (OCoLC)753480651
|
856 |
4 |
0 |
|u https://learning.oreilly.com/library/view/~/9781849690522/?ar
|z Texto completo (Requiere registro previo con correo institucional)
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