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Unreal Development Kit Game Design Cookbook
Table of Contents
Unreal Development Kit Game Design Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
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Free Access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Errata
Piracy
Questions
1. Heads Up—UDK Interface Essentials
Introduction
Installing UDK and folder structure
Getting ready
How to do it...
There's more...
Folder structure and updating UDK
How to do it...
See also
What content comes with UDK?
How to do it...
There's more...
Binaries
How to do it...
See also
Beginning, building, and testing a new level
How to do it...
Deciding on your preferences
Getting ready
How to do it...
UI survival steps
How to do it...
Navigating the Content Browser
How it works...
There's more...
Right-clicking is the way to go!
See also
Accessing assets in the Content Browser
How to do it...
Examining the assets belonging to a plant model
Accessing materials used by a model
Creating and managing packages
Getting ready
How to do it...
Importing your own content
How to do it...
There's more...
How to open an external package
Copying and pasting content between scenes
Cooking a map in Unreal Frontend
Getting ready
How to do it...
Mobile device emulation
How to do it...
Kismet debugging
Getting ready
How to do it...
2. Notes From an Unreal World—Constructing Game World Elements
Introduction
How to handle BSP geometry
Getting ready
How to do it...
Building a hollow room
How to do it...
Adjusting surface properties of BSP
How to do it...
Generating volume from the BSP brush
How to do it...
See also
Handling StaticMesh actors in the scene
How to do it...
There's more...
Rigid Bodies in action!
Setting collision in the Static Mesh Editor
How to do it...
There's more...
Changing the Material on a StaticMesh
Visibility in the scene of StaticMesh actors
Creating Terrain, Deco Layers, and Material Layers
How to do it...
There's more...
Can I export a Terrain Heightmap to use in a Landscape?
Creating a Landscape
Getting ready
How to do it...
There's more...
What about creating and importing heightmaps?
Scattering meshes on a Landscape using the Foliage tool
Getting ready
How to do it...
Creating a steamy plume in Cascade
How to do it...
See also
3. It Lives!—Character Setup and Animation
Introduction
Installing ActorX and exporting skeletal animation
Getting ready
How to do it...
Importing SkeletalMesh content into UDK
How to do it...
There's more...
Morph targets and .FBX importing
How to do it...
Setting up sockets
Getting ready
How to do it...
Attachments to SkeletalMeshes without using sockets
How to do it...
Setting up a custom AnimTree
How to do it...
How it works...
Defining animations in your AnimTree
How to do it...
Configuring your character to use your AnimTree
Getting ready
How to do it...
How it works...
How to use a single bone control chain to correct an offset crouch animation
Getting ready
How to do it...
Setting up a physics asset using PhAT
Getting ready
How to do it...
See also
Adding limits to physics asset joint rotations
How to do it...
Adding a physics-driven tail to a key framed SkeletalMesh
How to do it...
Enabling the head to face in a given direction for tracking purposes
Getting ready
How to do it...
Setting a LookAt target for head rotation in code
How to do it…
Setting morph weights in code
Getting ready
How to do it...
Calling up SkeletalMesh animation using Matinee
Getting ready
How to do it...
Associating sounds with character moves in Matinee
Getting ready
How to do it...
How it works...
Sound for non-Matinee controlled animation
How to do it...
See also
4. Got Your Wires Crossed?—Visual Scripting of Gameplay in Kismet
Introduction
Kismet UI essentials
Getting ready
How to do it...
How it works
Creating a simple enemy Bot
Getting ready
How to do it...
How it works
Event-based movement of scene objects in Matinee
Getting ready
How to do it...
How it works
See also
Trace actions in a shooting situation
Getting ready
How to do it...
How it works
Revealing and hiding scene actors during gameplay
Getting ready
How to do it...
Producing sounds through Kismet
Getting ready
How to do it...
Using Take Damage events to produce explosions
Getting ready
How to do it...
How it works
Understanding the usage of Named Variables
Getting ready
How to do it...
Tidying up Kismet networks using Sub-sequences
Getting ready
How to do it...
Tidying up Kismet networks using Remote Events
How to do it...
Toggling Materials through Kismet
Getting ready
How to do it...
Toggling lights through Kismet
Getting ready
How to do it...
Animating PointLights in Matinee to mimic texture animation
Getting ready
How to do it...
Making a comparison following a countdown
Getting ready
How to do it...
How it works
Using Integer Counter to count enemy deaths
Getting ready
How to do it...
How it works
Controlling node flow using a Gate action
Getting ready
How to do it...
Making Bots follow a path
Getting ready
How to do it...
How it works
5. It Is Your Destiny!—Scripting Complex Gameplay Flow in Kismet
Prefabs including Kismet references
Getting ready
How to do it...
How it works
There's more...
Editing a Prefab
How to do it...
See also
Swapping control of a Bot using Possess Pawn
Getting ready
How to do it...
Ways to stop a recurring loop
Getting ready
How to do it...
Setting up cinematic cameras
Getting ready
How to do it...
Animating cinematic cameras
Getting ready
How to do it...
How it works
See also
Obtaining a trigger event off a RigidBody
How to do it...
How it works
Creating a firing pattern based puzzle
Getting ready
How to do it...
How it works...
Allowing the player to pick up, carry, and place an object
Getting ready
How to do it...
How it works
Exploring 'following' and 'attracting' behaviors
Getting ready
How to do it...
See also
Creating a regenerative health shield
Getting ready
How to do it...
How it works
See also
Creating a per-session checkpoint series
Getting ready
How to do it...
See also
6. Under The Hood—Configuration and Handy Tweaks for UDK
Groundwork for adjusting configuration defaults
Getting ready
How to do it...
How it works...
There's more...
Consider a version control software for editing UDK content
Enabling the remote control for game inspection
How to do it...
How it works...
Changing the Play in Editor view resolution
How to do it...
Removing the loading hints and similar articles
How to do it...
See Also
Editing DefaultEngineUDK to allow 4096x4096 texture compression
Getting ready
How to do it...
Setting the preview player size reference object
Getting ready
How to do it...
Binding a keyboard shortcut to a player action
Getting ready
How to do it...
Adjusting player speed
Getting ready
How to do it...
There's more...
Setting variable speed animations in the AnimTree
See also
Creating your own Kismet node for speed
How to do it...
Changing the default player sounds
Getting ready
How to do it...
See Also
Replacing the HUD
How to do it...
DrawText and GameType concerns
Getting ready
How to do it...
Handling level content streaming
Getting ready
How to do it...
Spawning objects from a hit impact
How to do it...
How it works.
See also
7. Hi, I'm Eye Candy!—Ways to Create and Use Particle Effects
Introduction
Editing the color graph of a particle over time
How to do it...
How it works...
Animating particles using SubUV charts
Getting ready
How to do it...
How it works...
Adding one particle's movement to another
How to do it...
How it works...
Making collision detection work for particles
Getting ready
How to do it...
How it works...
There's more...
Killing the particles
Controlling sort order for translucent Materials
Getting ready
How to do it...
Making animated textures using particle systems
Getting ready
How to do it...
How it works...
See also
Making trails with AnimTrail TypeData
How to do it...
Assigning Level Of Detail (LOD) to a particle system
Getting ready
How to do it...
How it works...
Leaving a bloody trail
Getting Ready
How to do it...
How it works...
8. Then There Was Light!—Manipulating Level Light and Shadows
Introduction
Emissive lighting
Getting ready
How to do it...
How it works...
Comparison of static and dynamic lighting
Getting ready
How to do it...
Light exclusivity using channels and levels
How to do it...
There's more...
Light exclusivity using levels
Adjusting shadows through light environments
Getting ready
How to do it...
How it works...
Distance field shadows
Getting ready
How to do it...
How it works
Penumbras and hotspots
Getting ready
How to do it...
There's more...
Dominant light shadow penumbra
Controlling hotspots
Accessing the main PostProcessChain
How to do it...
There's more...
MaterialEffects in the PostProcessChain
Ambient occlusion
Getting ready
How to do it...
Depth of field
Getting ready
How to do it...
There's more...
Animating DOF with a Modify Property switching series
Ensuring shadows work with translucent or alpha based materials
How to do it...
How it works...
Enabling and controlling light shafts
See also
Enhancing sunrays using lens flares
Getting ready
How to do it...
See also
Creating caustics using projected imagery
Getting ready
How to do it...
How it works...
There's more...
A forum example
Translucent colored glass
Getting ready
How to do it...
How it works...
9. The Devil Is In The Details!—Making the Most of Materials
Introduction
Animating a Material Instance Constant in Kismet
Getting ready
How to do it...
How it works...
There's more...
Animating a value in a Material Instance Constant in Matinee
Creating an animated RGB color shift
Forcing a mesh to always face the camera
Getting ready
How to do it...
How it works
A cloth-like effect using WorldPositionOffset
How to do it...
Creating murky liquid
Getting ready
How to do it...
Creating a scanning effect
How to do it...
Quick glass
How to do it...
Creating transitions between Materials
How to do it...
See also
Static Cubemap creation and real-time reflection
Getting ready
How to do it...
There's more...
Image based reflections and Material usage
Wet surface reflections with dynamic actors
Getting ready
How to do it...
There's more...
Panoramic reflected environment textures
Making a holographic effect using Bump Offset
Getting ready
How to do it...
Interactive Foliage Actors
How to do it...
How it works...
There's more...
Bobbing from the base
Getting varied hit impacts off models using a PhysicalMaterial
How to do it...
See also
10. The Way Of The Flash UI—Scaleform, CLIK, and Flash Interfaces
Introduction
Setting yourself up to work with Scaleform
Getting ready
How to do it...
There's more...
Adding new CLIK Objects to your library
See also
Working with images to skin a button
Getting ready
How to do it...
Cursor design and script for cursors
How to do it...
Importing SWF content to UDK
How to do it...
Placing an SWF on a BSP using Render to Texture
How to do it...
Additional content
Index
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