Slutsåld
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.
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<...