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

Bibliographic Details
Main Author: Moore, Richard J.
Format: eBook
Language:English
Published: Birmingham, UK Packt Pub. 2011
Series:Learn by doing: less theory, more results
Subjects:
Online Access:
Collection: O'Reilly - Collection details see MPG.ReNa
Table of Contents:
  • Includes index
  • 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
  • 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?
  • 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
  • creating a new material
  • 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
  • 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