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Book Cover
E-book
Author Moore, Richard J

Title Unreal development kit 3 : beginner's guide : a fun, quick, step-by-step guide to level design and creating your own game world / Richard J. Moore
Published Birmingham, UK : Packt Pub., ©2011

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Description 1 online resource (iv, 241 pages) : color illustrations
Series Learn by doing: less theory, more results
Contents 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
Summary A fun, quick, step by step guide to level design and creating your own game world
Bibliography Includes index
Notes English
Print version record
Subject Video games -- Programming.
Computer graphics
computer graphics.
GAMES -- Video & Electronic.
Video games -- Programming
Computer graphics
Form Electronic book
ISBN 9781849690539
1849690537
9781849690522
1849690529
1283308452
9781283308458
9786613308450
6613308455
Other Titles Unreal development kit Three