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Unreal development kit 3 : beginner's guide : a fun, quick, step-by-step guide to level design and creating your own game world /

A fun, quick, step by step guide to level design and creating your own game world.

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Moore, Richard J.
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham, UK : Packt Pub., ©2011.
Colección:Learn by doing: less theory, more results
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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100 1 |a Moore, Richard J. 
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. 
246 3 |a Unreal development kit Three 
260 |a Birmingham, UK :  |b Packt Pub.,  |c ©2011. 
300 |a 1 online resource (iv, 241 pages) :  |b color illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
347 |a data file  |2 rda 
490 0 |a Learn by doing: less theory, more results 
588 0 |a Print version record. 
505 0 |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 
505 8 |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 
505 8 |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 
505 8 |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 
505 8 |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? 
505 8 |a Time for action -- creating a new material 
520 |a A fun, quick, step by step guide to level design and creating your own game world. 
504 |a Includes index. 
546 |a English. 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
590 |a eBooks on EBSCOhost  |b EBSCO eBook Subscription Academic Collection - Worldwide 
650 0 |a Computer games  |x Programming. 
650 0 |a Computer graphics. 
650 6 |a Jeux d'ordinateur  |x Programmation. 
650 6 |a Infographie. 
650 7 |a computer graphics.  |2 aat 
650 7 |a GAMES  |x Video & Electronic.  |2 bisacsh 
650 7 |a Video games  |x Programming.  |2 fast  |0 (OCoLC)fst00872114 
650 7 |a Computer graphics.  |2 fast  |0 (OCoLC)fst00872119 
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