LEADER 05118nam 2200721 a 450 001 9910456679303321 005 20200520144314.0 010 $a1-283-30845-2 010 $a9786613308450 010 $a1-84969-053-7 035 $a(CKB)2550000000045393 035 $a(EBL)948543 035 $a(OCoLC)797917734 035 $a(SSID)ssj0000648045 035 $a(PQKBManifestationID)11940213 035 $a(PQKBTitleCode)TC0000648045 035 $a(PQKBWorkID)10597696 035 $a(PQKB)10196438 035 $a(MiAaPQ)EBC948543 035 $a(WaSeSS)Ind00025667 035 $a(CaSebORM)9781849690522 035 $a(PPN)228033209 035 $a(Au-PeEL)EBL948543 035 $a(CaPaEBR)ebr10496817 035 $a(CaONFJC)MIL330845 035 $a(EXLCZ)992550000000045393 100 $a20111003d2011 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aUnreal development kit 3$b[electronic resource] $ebeginner's guide : a fun, quick, step-by-step buide to level design and creating your own game world /$fRichard Moore 205 $a1st edition 210 $aBirmingham, U.K. $cPackt Pub.$d2011 215 $a1 online resource (244 p.) 225 0 $aLearn by doing: less theory, more results 300 $a"Learn by doing : less theory, more results"--Cover. 300 $aIncludes index. 311 $a1-84969-052-9 320 $aIncludes index. 327 $aCover; 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 327 $aAdditive 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 327 $aTime 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 327 $aAtmospheric 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 327 $aChapter 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? 327 $aTime for action - creating a new material 330 $aA fun, quick, step by step guide to level design and creating your own game world. 606 $aComputer games$xProgramming 606 $aUnrealScript (Computer program language) 608 $aElectronic books. 615 0$aComputer games$xProgramming. 615 0$aUnrealScript (Computer program language) 676 $a006.37 676 $a794.81526 700 $aMoore$b Richard J$0102208 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910456679303321 996 $aUnreal development kit 3$92182889 997 $aUNINA