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.
A fun, quick, step by step guide to level design and creating your own game world.
Saved in:
Online Access: |
Full Text (via O'Reilly/Safari) |
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Main Author: | |
Other title: | Unreal development kit Three |
Format: | eBook |
Language: | English |
Published: |
Birmingham, UK :
Packt Pub.,
©2011.
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Series: | Learn by doing: less theory, more results
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Subjects: |
MARC
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050 | 4 | |a QA76.76.C672 |b M66 2011 | |
100 | 1 | |a Moore, Richard J. | |
245 | 1 | 0 | |a Unreal development kit 3 : |b beginner's guide : a fun, quick, step-by-step guide to level design and creating your own game world / |c Richard J. Moore. |
246 | 3 | |a Unreal development kit Three | |
260 | |a Birmingham, UK : |b Packt Pub., |c ©2011. | ||
300 | |a 1 online resource (iv, 241 pages) : |b color illustrations | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a volume |b nc |2 rdacarrier | ||
347 | |a data file |2 rda | ||
490 | 0 | |a Learn by doing: less theory, more results | |
588 | 0 | |a Print version record. | |
505 | 0 | |a 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 | |
505 | 8 | |a 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 | |
505 | 8 | |a 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 | |
505 | 8 | |a 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 | |
505 | 8 | |a 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? | |
505 | 8 | |a Time for action -- creating a new material | |
520 | |a A fun, quick, step by step guide to level design and creating your own game world. | ||
504 | |a Includes index. | ||
546 | |a English. | ||
650 | 0 | |a Video games |x Programming. | |
650 | 0 | |a Computer graphics. | |
650 | 7 | |a Video games |x Programming |2 fast | |
650 | 7 | |a Computer graphics |2 fast | |
758 | |i has work: |a Unreal development kit 3 (Text) |1 https://id.oclc.org/worldcat/entity/E39PCFKTggjwkVfQwcWt3X6c4C |4 https://id.oclc.org/worldcat/ontology/hasWork | ||
776 | 0 | 8 | |i Print version: |a Moore, Richard. |t Unreal development kit 3. |d Birmingham : Packt, ©2011 |z 9781849690522 |w (OCoLC)753480651 |
856 | 4 | 0 | |u https://go.oreilly.com/UniOfColoradoBoulder/library/view/~/9781849690522/?ar |z Full Text (via O'Reilly/Safari) |
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