Mastering Unreal Technology, Volume II: Advanced Level Design Concepts with Unreal Engine 3
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Format
Mixed media product
Språk
Engelska
Antal sidor
1080
Utgivningsdatum
2009-10-06
Upplaga
1
Förlag
SAMS
Medarbetare
Parrish, Zak / Wilson, Jeff
Illustrationer
black & white tables, figures
Volymtitel
v. 2
Dimensioner
230 x 185 x 52 mm
Vikt
1700 g
Antal komponenter
2
Komponenter
DVD-ROM (1), Paperback (1)
ISBN
9780672329920

Mastering Unreal Technology, Volume II: Advanced Level Design Concepts with Unreal Engine 3

Mixed media product,  Engelska, 2009-10-06

Slutsåld

Mastering Unreal Technology, Volume II: Advanced Level Design Concepts with Unreal Engine 3 is your start-to-finish guide to state-of-the-art Unreal Tournament 3 modding and level design. Heres everything you need to know to take your game design skills to the next level, creating content with breakthrough depth and interactivity! Your authors arent just the worlds #1 Unreal game development trainers: Theyve built the training mods that shipped with Unreal Tournament. Now, working with the full cooperation of Unreal Engine 3s creators, Epic Games, they introduce innovative, pro-quality techniques youll find nowhere else: outstanding solutions for everything from particle effects to physics, materials to cinematics. Packed with tips, hands-on tutorials, and expert insight, Mastering Unreal Technology, Volume II will help you take Unreal Tournament 3 and Unreal Engine 3 to the limit...and then blow right by it!

Youll find expert tips on
  • Creating advanced materials that leverage the full power of UnrealEds Material Editor
  • Bringing levels to life with objects affected by gravity, collisions, and player influence
  • Creating fire, smoke, sparks, and more with Unreal Engine 3s particle effects system
  • Building custom user interfaces, including Heads-Up Displays (HUDs) that update constantly
  • Using SoundCues to mix, modulate, crossfade, and attenuate sounds
  • Generating real-time camera-based effects, including depth of field, motion blur, and color adjustment
  • Using post process effects to quickly transform a scenes look and feel without changing existing materials or textures
  • Animating characters and vehicles that move with unprecedented realism
  • Creating in-game cinematics that develop your characters and move your story forward
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Övrig information

Jason Busby is the President/CEO of 3D Buzz, Inc. He has taught 3D animation, programming, game design, and more. His website, 3DBuzz.com, has nearly a quarter of a million members. Jason has been responsible for the creation of more than 100 hours of video training pertaining to game design. Zak Parrish is Chief of Operations at 3D Buzz, Inc. He has been involved in 3D animation for six years and worked as an instructor for five. Zak helped to produce many of the training videos that shipped with the retail package of Unreal Tournament 2004 Special Edition. Jason and Zak are co-authors of the original Mastering Unreal: The Art of Level Design, 0672326922.

Innehållsförteckning

CHAPTER 1: Introduction to Advanced Level Design . . .  1

Who Is This Book For? . . .  2

What Should You Know Before You Start? . . .  2

What We Mean By Advanced Level Design . . .  3

Included Assets and Game Assets . . .  3

Working with INI Files . . .  4

Future Software Changes . . .  5

CHAPTER 2: Advanced Material Construction . . .  7

Material Instancing and Parameters . . .  7

Blending . . . 9

UV Manipulation . . .  10

Normals . . .  11

Depth . . .  12

Special Lighting . . . 13

Reflections . . .  14

Distortion . . .  14

Transparency . . .  15

Subsurface Scattering . . .  16

Custom Lighting Models . . .  16

Summary . . .  151

CHAPTER 3: Working with Volumes . . .  153

Available Volume Types . . .  154

Basic Volume Properties . . .  156

BlockingVolumes . . .  156

PhysicsVolumes . . .   159

TriggerVolume . . .  170

PostProcessVolume . . .   186

LevelStreamingVolume . . .   188

LightVolume . . . 188

ColorScaleVolume . . . 189

ReverbVolume . . .  189

RB_ForceFieldExcludeVolume . . .  190

UTAreaNamingVolume . . .  190

UTAutoCrouchVolume . . .  190

FoliageFactory . . .  190

Summary . . .  192

CHAPTER 4: Physics Objects . . .  193

Types of Physics Objects . . .  193

The Concept of Rigid Bodies . . .  196

Working with Rigid Bodies in Unreal . . .  197

KActors . . .  200

KAssets . . .  208

Constraints . . .  211

The Physics Asset Tool (PhAT) . . .  229

Cloth . . .  245

Impulse and Force Actors . . .  252

Physics-Specific Kismet Sequence Objects . . .  258

Physical Materials . . .  263

Summary . . .  268

CHAPTER 5: Creating Special Effects with Particle Systems . . .  269

Anatomy of a Particle System . . .  271

TypeData Modules . . .  283

Modules . . .  286

Cascade Particle System Editor . . .  293

Particle-Specific Material Expressions . . .  301

Types of Particle Modules . . .  312

Beam Emitters . . .  356

Mesh Emitters . . .  374

Trail Emitters . . .  382

Fluid Emitters . . .  393

Levels of Detail . . .  397

Emitter Actor . . .  406

Modifying Particle Systems In-Game . . .  407

Troubleshooting the Effect . . .  480

Summary . . .  481

CHAPTER 6: Creating User Interfaces . . .  483

UI Components . . .  483

UIs Versus HUDs . . .  484

UI Design Workflow Overview . . .  485<...