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Busby J., Parrish Z., Wilson J. Mastering Unreal Technology, Volume II. Advanced Level Design Concepts with Unreal Engine 3

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Busby J., Parrish Z., Wilson J. Mastering Unreal Technology, Volume II. Advanced Level Design Concepts with Unreal Engine 3
Pearson Education, 2009. - 1080 p.
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. Here's everything you need to know to take your game design skills to the next level, creating content with breakthrough depth and interactivity! Your authors aren't just the world's #1 Unreal game development trainers: They've built the training mods that shipped with Unreal Tournament. Now, working with the full cooperation of Unreal Engine 3's creators, Epic Games, they introduce innovative, pro-quality techniques you'll 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!
Introduction to Advanced Level Design
Who Is This Book For?
What Should You Know Before You Start?
What We Mean By Advanced Level Design
Included Assets and Game Assets
Working with INI Files
Future Software Changes
Advanced Material Construction
Material Instancing and Parameters
Blending
UV Manipulation
Normals
Depth
Special Lighting
Reflections
Distortion
Transparency
Subsurface Scattering
Custom Lighting Models
Working with Volumes
Available Volume Types
Basic Volume Properties
BlockingVolumes
PhysicsVolumes
TriggerVolume
PostProcessVolume
LevelStreamingVolume
LightVolume
ColorScaleVolume
ReverbVolume
RB_ForceFieldExcludeVolume
UTAreaNamingVolume
UTAutoCrouchVolume
FoliageFactory
Physics Objects
Types of Physics Objects
The Concept of Rigid Bodies
Working with Rigid Bodies in Unreal
KActors
KAssets
Constraints
The Physics Asset Tool (PhAT)
Cloth
Impulse and Force Actors
Physics-Specific Kismet Sequence Objects
Physical Materials
Creating Special Effects with Particle Systems
Anatomy of a Particle System
TypeData Modules
Modules
Cascade Particle System Editor
Particle-Specific Material Expressions
Types of Particle Modules
Beam Emitters
Mesh Emitters
Trail Emitters
Fluid Emitters
Levels of Detail
Emitter Actor
Modifying Particle Systems In-Game
Troubleshooting the Effect
CHAPTER 6: Creating User Interfaces
UI Components
UIs Versus HUDs
UI Design Workflow Overview
The UI Scene Editor
The UI Widgets
Working with Widgets
Widgets States
Widget Navigation and the Focus Chain
Working with User Inputs
Data Stores
Styles and Skins
Fonts
Adding Functionality
Sounds
Creating HUDs
Sound System
Sound Types
USounds Versus SoundCues
The AmbientSound Actors
The SoundCue Editor
SoundCue Nodes
Kismet Sound Actions
Working with Music
Working with MusicTrackBanks
Post-Process Effects
The Four Key Methods of Controlling Post-Processes
Accessing and Assigning PostProcessEffect Objects
Types of Post-Process Effects
Post-Process Editor
Controlling Post-Process Effects In-Game
CHAPTER 9: The Unreal Animation System
The Unreal Animation System
Skeletal Animation
Morph Animation
AnimSet Editor
Animation Blending
AnimTree Editor
AnimTree Editor Nodes
Morph Nodes
Facial Animation with FaceFX
FaceFX Studio
FaceFX Studio User Interface
Physical Animation
Setup Procedure for Physical Animation
Skeletal Mesh Actors
Skeletal Mesh Component
CHAPTER 10: Creating Cinematic Sequences
Cinematic Sequences
Camera Actor
Camera Effects
Image Separation Through Lighting
DumpMovie Command
Putting It All Together
APPENDIX A: Distributions
Overview
Distribution Types In-Depth
General Performance Cost Comparison
APPENDIX B: The Curve Editor
Animation Curves
Controlling Interpolation Curves
Curve Editor Interface
Preset Curves
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