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Unreal Development Kit Game Design Cookbook
Thomas Mooney 著
更新時(shí)間:2021-08-20 15:41:51
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最新章節(jié):
Index
Writtenincookbookstyle,thisbookoffersmanyrecipestolearngamedesignwithUDK.Eachrecipecontainsstep-by-stepinstructionsfollowedbyanalysisofwhatwasdoneineachtaskandotherusefulinformation.Thebookisdesignedsothatyoucanreaditchapterbychapter,oryoucanlookatthelistofrecipesandrefertotheminnoparticularorder.ThisbookismeantforgameartistswhoaregettingusedtoUDKbutmayfeeltheneedforguidanceonmattersofimplementation.ItalsotargetsbravebeginnerswhoarestrugglingtofindanallinonepackageforgettingstartedwithUDK,andwantareadytohandreference.Leveldesignerscanusethisbooktogaugetheirunderstandingoftheeditor,checkforspecificproblems,anddiscovergemstheymaynothavecomeacrossbefore.
最新章節(jié)
- Index
- Placing an SWF on a BSP using Render to Texture
- Importing SWF content to UDK
- Cursor design and script for cursors
- Working with images to skin a button
- Setting yourself up to work with Scaleform
品牌:中圖公司
上架時(shí)間:2021-08-20 15:26:58
出版社:Packt Publishing
本書(shū)數(shù)字版權(quán)由中圖公司提供,并由其授權(quán)上海閱文信息技術(shù)有限公司制作發(fā)行
- Index 更新時(shí)間:2021-08-20 15:41:51
- Placing an SWF on a BSP using Render to Texture
- Importing SWF content to UDK
- Cursor design and script for cursors
- Working with images to skin a button
- Setting yourself up to work with Scaleform
- Introduction
- Chapter 10. The Way Of The Flash UI—Scaleform CLIK and Flash Interfaces
- Getting varied hit impacts off models using a PhysicalMaterial
- Interactive Foliage Actors
- Making a holographic effect using Bump Offset
- Wet surface reflections with dynamic actors
- Static Cubemap creation and real-time reflection
- Creating transitions between Materials
- Quick glass
- Creating a scanning effect
- Creating murky liquid
- A cloth-like effect using WorldPositionOffset
- Forcing a mesh to always face the camera
- Animating a Material Instance Constant in Kismet
- Introduction
- Chapter 9. The Devil Is In The Details!—Making the Most of Materials
- Translucent colored glass
- Creating caustics using projected imagery
- Enhancing sunrays using lens flares
- Enabling and controlling light shafts
- Ensuring shadows work with translucent or alpha based materials
- Depth of field
- Ambient occlusion
- Accessing the main PostProcessChain
- Penumbras and hotspots
- Distance field shadows
- Adjusting shadows through light environments
- Light exclusivity using channels and levels
- Comparison of static and dynamic lighting
- Emissive lighting
- Introduction
- Chapter 8. Then There Was Light!—Manipulating Level Light and Shadows
- Leaving a bloody trail
- Assigning Level Of Detail (LOD) to a particle system
- Making trails with AnimTrail TypeData
- Making animated textures using particle systems
- Controlling sort order for translucent Materials
- Making collision detection work for particles
- Adding one particle's movement to another
- Animating particles using SubUV charts
- Editing the color graph of a particle over time
- Introduction
- Chapter 7. Hi I'm Eye Candy!—Ways to Create and Use Particle Effects
- Spawning objects from a hit impact
- Handling level content streaming
- DrawText and GameType concerns
- Replacing the HUD
- Changing the default player sounds
- Creating your own Kismet node for speed
- Adjusting player speed
- Binding a keyboard shortcut to a player action
- Setting the preview player size reference object
- Editing DefaultEngineUDK to allow 4096x4096 texture compression
- Removing the loading hints and similar articles
- Changing the Play in Editor view resolution
- Enabling the remote control for game inspection
- Groundwork for adjusting configuration defaults
- Chapter 6. Under The Hood—Configuration and Handy Tweaks for UDK
- Creating a per-session checkpoint series
- Creating a regenerative health shield
- Exploring 'following' and 'attracting' behaviors
- Allowing the player to pick up carry and place an object
- Creating a firing pattern based puzzle
- Obtaining a trigger event off a RigidBody
- Animating cinematic cameras
- Setting up cinematic cameras
- Ways to stop a recurring loop
- Swapping control of a Bot using Possess Pawn
- Prefabs including Kismet references
- Chapter 5. It Is Your Destiny!—Scripting Complex Gameplay Flow in Kismet
- Making Bots follow a path
- Controlling node flow using a Gate action
- Using Integer Counter to count enemy deaths
- Making a comparison following a countdown
- Animating PointLights in Matinee to mimic texture animation
- Toggling lights through Kismet
- Toggling Materials through Kismet
- Tidying up Kismet networks using Remote Events
- Tidying up Kismet networks using Sub-sequences
- Understanding the usage of Named Variables
- Using Take Damage events to produce explosions
- Producing sounds through Kismet
- Revealing and hiding scene actors during gameplay
- Trace actions in a shooting situation
- Event-based movement of scene objects in Matinee
- Creating a simple enemy Bot
- Kismet UI essentials
- Introduction
- Chapter 4. Got Your Wires Crossed?—Visual Scripting of Gameplay in Kismet
- Sound for non-Matinee controlled animation
- Associating sounds with character moves in Matinee
- Calling up SkeletalMesh animation using Matinee
- Setting morph weights in code
- Setting a LookAt target for head rotation in code
- Enabling the head to face in a given direction for tracking purposes
- Adding a physics-driven tail to a key framed SkeletalMesh
- Adding limits to physics asset joint rotations
- Setting up a physics asset using PhAT
- How to use a single bone control chain to correct an offset crouch animation
- Configuring your character to use your AnimTree
- Defining animations in your AnimTree
- Setting up a custom AnimTree
- Attachments to SkeletalMeshes without using sockets
- Setting up sockets
- Morph targets and .FBX importing
- Importing SkeletalMesh content into UDK
- Installing ActorX and exporting skeletal animation
- Introduction
- Chapter 3. It Lives!—Character Setup and Animation
- Creating a steamy plume in Cascade
- Scattering meshes on a Landscape using the Foliage tool
- Creating a Landscape
- Creating Terrain Deco Layers and Material Layers
- Setting collision in the Static Mesh Editor
- Handling StaticMesh actors in the scene
- Generating volume from the BSP brush
- Adjusting surface properties of BSP
- Building a hollow room
- How to handle BSP geometry
- Introduction
- Chapter 2. Notes From an Unreal World—Constructing Game World Elements
- Kismet debugging
- Mobile device emulation
- Cooking a map in Unreal Frontend
- Importing your own content
- Creating and managing packages
- Accessing assets in the Content Browser
- Navigating the Content Browser
- UI survival steps
- Deciding on your preferences
- Beginning building and testing a new level
- What content comes with UDK?
- Installing UDK and folder structure
- Introduction
- Chapter 1. Heads Up—UDK Interface Essentials
- Customer support
- Reader feedback
- Conventions
- Who this book is for
- What you need for this book
- What this book covers
- Preface
- Support files eBooks discount offers and more
- www.PacktPub.com
- About the Reviewers
- About the Authors
- Credits
- Unreal Development Kit Game Design Cookbook
- coverpage
- coverpage
- Unreal Development Kit Game Design Cookbook
- Credits
- About the Authors
- About the Reviewers
- www.PacktPub.com
- Support files eBooks discount offers and more
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Reader feedback
- Customer support
- Chapter 1. Heads Up—UDK Interface Essentials
- Introduction
- Installing UDK and folder structure
- What content comes with UDK?
- Beginning building and testing a new level
- Deciding on your preferences
- UI survival steps
- Navigating the Content Browser
- Accessing assets in the Content Browser
- Creating and managing packages
- Importing your own content
- Cooking a map in Unreal Frontend
- Mobile device emulation
- Kismet debugging
- Chapter 2. Notes From an Unreal World—Constructing Game World Elements
- Introduction
- How to handle BSP geometry
- Building a hollow room
- Adjusting surface properties of BSP
- Generating volume from the BSP brush
- Handling StaticMesh actors in the scene
- Setting collision in the Static Mesh Editor
- Creating Terrain Deco Layers and Material Layers
- Creating a Landscape
- Scattering meshes on a Landscape using the Foliage tool
- Creating a steamy plume in Cascade
- Chapter 3. It Lives!—Character Setup and Animation
- Introduction
- Installing ActorX and exporting skeletal animation
- Importing SkeletalMesh content into UDK
- Morph targets and .FBX importing
- Setting up sockets
- Attachments to SkeletalMeshes without using sockets
- Setting up a custom AnimTree
- Defining animations in your AnimTree
- Configuring your character to use your AnimTree
- How to use a single bone control chain to correct an offset crouch animation
- Setting up a physics asset using PhAT
- Adding limits to physics asset joint rotations
- Adding a physics-driven tail to a key framed SkeletalMesh
- Enabling the head to face in a given direction for tracking purposes
- Setting a LookAt target for head rotation in code
- Setting morph weights in code
- Calling up SkeletalMesh animation using Matinee
- Associating sounds with character moves in Matinee
- Sound for non-Matinee controlled animation
- Chapter 4. Got Your Wires Crossed?—Visual Scripting of Gameplay in Kismet
- Introduction
- Kismet UI essentials
- Creating a simple enemy Bot
- Event-based movement of scene objects in Matinee
- Trace actions in a shooting situation
- Revealing and hiding scene actors during gameplay
- Producing sounds through Kismet
- Using Take Damage events to produce explosions
- Understanding the usage of Named Variables
- Tidying up Kismet networks using Sub-sequences
- Tidying up Kismet networks using Remote Events
- Toggling Materials through Kismet
- Toggling lights through Kismet
- Animating PointLights in Matinee to mimic texture animation
- Making a comparison following a countdown
- Using Integer Counter to count enemy deaths
- Controlling node flow using a Gate action
- Making Bots follow a path
- Chapter 5. It Is Your Destiny!—Scripting Complex Gameplay Flow in Kismet
- Prefabs including Kismet references
- Swapping control of a Bot using Possess Pawn
- Ways to stop a recurring loop
- Setting up cinematic cameras
- Animating cinematic cameras
- Obtaining a trigger event off a RigidBody
- Creating a firing pattern based puzzle
- Allowing the player to pick up carry and place an object
- Exploring 'following' and 'attracting' behaviors
- Creating a regenerative health shield
- Creating a per-session checkpoint series
- Chapter 6. Under The Hood—Configuration and Handy Tweaks for UDK
- Groundwork for adjusting configuration defaults
- Enabling the remote control for game inspection
- Changing the Play in Editor view resolution
- Removing the loading hints and similar articles
- Editing DefaultEngineUDK to allow 4096x4096 texture compression
- Setting the preview player size reference object
- Binding a keyboard shortcut to a player action
- Adjusting player speed
- Creating your own Kismet node for speed
- Changing the default player sounds
- Replacing the HUD
- DrawText and GameType concerns
- Handling level content streaming
- Spawning objects from a hit impact
- Chapter 7. Hi I'm Eye Candy!—Ways to Create and Use Particle Effects
- Introduction
- Editing the color graph of a particle over time
- Animating particles using SubUV charts
- Adding one particle's movement to another
- Making collision detection work for particles
- Controlling sort order for translucent Materials
- Making animated textures using particle systems
- Making trails with AnimTrail TypeData
- Assigning Level Of Detail (LOD) to a particle system
- Leaving a bloody trail
- Chapter 8. Then There Was Light!—Manipulating Level Light and Shadows
- Introduction
- Emissive lighting
- Comparison of static and dynamic lighting
- Light exclusivity using channels and levels
- Adjusting shadows through light environments
- Distance field shadows
- Penumbras and hotspots
- Accessing the main PostProcessChain
- Ambient occlusion
- Depth of field
- Ensuring shadows work with translucent or alpha based materials
- Enabling and controlling light shafts
- Enhancing sunrays using lens flares
- Creating caustics using projected imagery
- Translucent colored glass
- Chapter 9. The Devil Is In The Details!—Making the Most of Materials
- Introduction
- Animating a Material Instance Constant in Kismet
- Forcing a mesh to always face the camera
- A cloth-like effect using WorldPositionOffset
- Creating murky liquid
- Creating a scanning effect
- Quick glass
- Creating transitions between Materials
- Static Cubemap creation and real-time reflection
- Wet surface reflections with dynamic actors
- Making a holographic effect using Bump Offset
- Interactive Foliage Actors
- Getting varied hit impacts off models using a PhysicalMaterial
- Chapter 10. The Way Of The Flash UI—Scaleform CLIK and Flash Interfaces
- Introduction
- Setting yourself up to work with Scaleform
- Working with images to skin a button
- Cursor design and script for cursors
- Importing SWF content to UDK
- Placing an SWF on a BSP using Render to Texture
- Index 更新時(shí)間:2021-08-20 15:41:51