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.
Clasificación: | Libro Electrónico |
---|---|
Autor principal: | |
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) |
Tabla de Contenidos:
- 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
- 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
- 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
- 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
- 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?
- Time for action
- creating a new material