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Unreal Development Kit Game Design Cookbook电子书

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作       者:Thomas Mooney

出  版  社:Packt Publishing

出版时间:2012-02-22

字       数:242.7万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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Written in cookbook style, this book offers many recipes to learn game design with UDK. Each recipe contains step-by-step instructions followed by analysis of what was done in each task and other useful information. The book is designed so that you can read it chapter by chapter, or you can look at the list of recipes and refer to them in no particular order. This book is meant for game artists who are getting used to UDK but may feel the need for guidance on matters of implementation. It also targets brave beginners who are struggling to find an all in one package for getting started with UDK, and want a ready to hand reference. Level designers can use this book to gauge their understanding of the editor, check for specific problems, and discover gems they may not have come across before.
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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

Support files, eBooks, discount offers and more

Why Subscribe?

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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