Mastering Unreal Technology : the art of level design (Book, 2009) [WorldCat.org]
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Mastering Unreal Technology : the art of level design

Author: Jason Busby; Zak Parrish; Joel Van Eenwyk
Publisher: Indianapolis, Ind. : Sams, ©2005.
Edition/Format:   Print book : EnglishView all editions and formats
Summary:
Authoritative guide to building custom mods, maps and levels with the Unreal engine from Epic Games.
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Document Type: Book
All Authors / Contributors: Jason Busby; Zak Parrish; Joel Van Eenwyk
ISBN: 9780672326929 0672326922
OCLC Number: 951002264
Notes: Accompanied by CD-ROM.
Includes index.
Description: xvii, 962 pages : illustrations ; 24 cm
Contents: Introduction.I. THE UNREAL UNIVERSE.1. Unreal Technology: The Big Picture. Unreal and Its History The Unreal Engine Introduction to the Unreal Engine The Components Overview of Component Interaction Engineering New Worlds with the Unreal Engine Game Assets The Tools Summary2. The Process of Game Development. Building Your Foundation: Before Production Developing Your Idea The Player's Perspective Gathering the Team Refining Your Ideas with the Team Creating a Production Schedule Beginning Construction: During Production Maintaining the Schedule Dealing with Delays Bringing It Together Testing and Acquiring Feedback Internal Testing: Alpha External Testing: Beta Remodeling and Closing: Ending Production What to Do with Beta Test Info When to Stop Beta Testing Finalizing and Releasing Summary3. Creating Your First Level with UnrealEd. What Is UnrealEd? The Subtractive Method of Level Creation Rebuilding The Anatomy of an Unreal Level World Geometry Actors Some Assembly Required A Quick Tour Around the User Interface The Main Menu Bar The Toolbar The Toolbox The Viewports The Console Bar The Browsers Property Windows Working in 3D Space 2D Versus 3D Positive and Negative Directions Creating Your First Room Subtracting Out Space: How Tall? Brushes in Depth Navigation in UnrealEd Moving Actors Creating Your First Map Subtracting the First Room Adding Textures Texture Fitting Making the Level Functional Expanding the Level: Creating Objects and Adding Lights The Window and Hangar Adding Detail: Static Meshes The Static Mesh Browser Placing Static Meshes Decorating with Static Meshes Summary4. Advanced Brush Techniques. BSP Theory Polygons BSP Trees Brushes from Other Brushes The Intersect Tool The De-Intersect Tool Brush Manipulation Vertex Editing Face Dragging Brush Clipping (2D and 3D) Freehand Polygon Drawing The 2D Shape Editor User Interface Overview Shape Editing Using the 2D Shape Editor to Create a Simple Level Brush Solidity Solid Brushes Semi-Solid Brushes Non-Solid Brushes Saving Brushes (u3d Files) Importing/Exporting Brushes Summary5. Terrain. What Is Terrain? The Components of Terrain Terrain Zoning with the ZoneInfo Actor Using the TerrainInfo Actor Controlling Terrain with the Height Map Layers DecoLayers Altering Terrain with the Terrain Editing Dialog Lighting Terrains with Sunlight The Skybox What Are Skyboxes? How Does a Skybox Work? A Closer Look at Terrain Editing Terrain Editing User Interface Height Map Editing Tools The Select Tool Applying the Terrain Editing Tools TerrainInfo Properties Texture Layer Editing Tools Painting Smoothing Noise Tex Pan Tex Rotate Tex Scale Editing Terrain Texture DecoLayers Summary6. Working with Volumes. Concept of Volumes Basic Volume Volume Properties DecoList BlockingVolume PhysicsVolume WaterVolume LavaVolume XfallingVolume LadderVolume Summary7. Lighting in Unreal. Light Concepts Light Maps Light Placement Light Classification Static Lights Dynamic Lights Light Properties Light Color Light Radius Light Type and Light Effects Directional Lights Lighting Workflow Light Creation Viewing Lights Working with Light Effects Rebuilding Lights Light Map Size Lighting Surfaces World Geometry Static Meshes, Meshes, and Movers Terrain Particles Advanced Lighting Effects Scaling Lights Using SpecialLit Ambient Lighting Emitting Light from Other Actors Coronas Using a TriggerLight Projectors Using Projectors Common Lighting Pitfalls Summary8. Creating Materials in Unreal. Textures Creating a Texture Importing a Texture The Texture Properties Window Texture Properties Shaders Diffuse and Specularity Maps Opacity Maps Self-Illumination Maps Other Properties Modifiers The Color Modifier The TexOscillator Modifier The TexPanner Modifier The TexRotator Modifier The TexScaler Modifier The Combiner Modifier Creating Reflective Surfaces with Cubemaps and TexEnvMaps Final Blend Material Using a ScriptedTexture Summary9. Interactive Elements. Movers Creating the First Door Introduction to Triggers Creating a MessageTrigger Elevators A Simple Elevator: UseTrigger Complex Elevator Overview Jump Pads Teleporters SummaryII. ADVANCED DESIGN TECHNIQUES.10. Creating Particle Effects. Particle Theory Emitter Types SpriteEmitter SparkEmitter MeshEmitter BeamEmitter TrailEmitter Summary11. The Karma Physics Engine. Karma Theory General Karma Properties Karma Collision Primitives Constraints KBSJoint KconeLimit Khinge Ragdolls The Karma Authoring Tool (KAT) The KAT Interface Workspaces Viewports Summary12. Advanced Bot/AI Navigation. Basics of Bot Navigation Design Considerations Tools for Debugging Diagnosing Problems with the Map Check Dialog Box Console Commands Pathing Jump Pads and Teleporters Jump Spots Doors Lifts Ladders Advanced Pathing AssaultPaths Defense Points and Sniping Points Vehicle Navigation Summary13. Matinee: Creating Custom Cinematics. Introduction to the World of Machinima Overview of the Matinee System The Matinee Interface The Scenes Tab The Actions Tab The Sub Actions Tab The Tools Tab Creating a Simple Matinee Sequence Working with the Scene Manager Triggering the Matinee Sequence Controlling the Camera Path Creating Camera Pauses and Camera Cuts A Closer Look at Sub Actions Setting Camera Orientation Introducing Fades Using Matinee to Control Actors Adding Text to Your Cutscenes Adding a More Cinematic Feel Automatically Launching the Movie Changing Levels with Matinee Summary14. Creating Scripted Sequences. Using an Actions List Using Latent and Non-latent Actions Controlling xPawns Logical Conditions Summary15. Level Optimization (Zoning) and Distribution. Introduction to Level Optimization Zoning Antiportals Distance Fog Terrain Optimization Profiling and Debugging Viewport Display Modes Console Commands Summary16. Gametypes. Setting Level Properties Deathmatch-Style Gametypes Adding Weapons Deathmatch Design Considerations Capture the Flag (CTF) CTF Design Considerations Double Domination Design Considerations for Double Domination Bombing Run Design Considerations for Bombing Run Onslaught Design Considerations for Onslaught Assault SummaryIII. EXTERNAL DESIGN.17. Overview of Maya. Y-Up Versus Z-Up Maya Theory Nodes and Connections Construction History Overview of the User Interface The Viewports The Main Menu Bar and Menu Sets The Status Line The Shelf The Channel Box and Layer Editor The Attribute Editor The Time and Range Sliders The Toolbox and Layout Selection The Hotbox The Hypershade The Hypergraph Object Manipulation Object Mode Component Mode Summary18. Polygonal Modeling Tools. Modeling Terminology Modeling Methods Box Modeling Polygon Creation Understanding the Tool Options and Display Settings in Maya Polygon Modeling in Maya Creating Polygons Adding to Existing Polygons Combining Objects Using Booleans Mirroring Smoothing Versus Averaging Vertices Triangulation Cleaning Up Your Polygons Editing Polygons Subdividing Polygons Splitting Polygons Extrusions Chamfering Vertices and Beveling Edges Cutting Faces Wedging Faces Merging Vertices Flipping Triangle Edges Adjusting Surfaces and Hard Edges Summary19. The Art of Texturing in Maya. UVs and the UV Coordinate System The UV Texture Editor The Menu Bar The Toolbar The Viewport Mapping Uvs Mapping Methods Creating UV Layouts Creating Textures from UV Layouts UV Layouts for Characters Considerations for UV Layouts Summary20. Static Meshes. The Importance of Static Meshes Preparing to Model Adjusting the Grid Creating a Project Modeling the Catwalks Creating the Base Catwalk Constructing the Straight Catwalk Making a Ramp Making a Turn Building a T-Intersection Building a Four-Way Intersection Collision Models Exporting Models to UnrealEd Texturing Your Static Meshes in UnrealEd Summary21. Character Modeling. Preparation Concept Art Image Planes The Modeling Process Modeling and Animation The Character Modeling the Torso Modeling the Legs Modeling the Arms Modeling the Feet Modeling the Hand Modeling the Head Summary22. Importing Characters into UnrealEd. What Are Skeletons? Introduction to Maya Joints Parenting Joints and Parenting Joints and Rotation Using the Joint Tool Joints and Local Rotation Axes Manipulating Joints Binding a Character to a Skeleton: Skinning Introduction to Smooth Bind Adjusting Joint Influence Importing a Character Without Custom Animation Importing a Skeleton Skinning a Character Adjusting the Skin Weights Exporting the Character Getting the Character Ready for Gameplay Creating the Character's Portrait The UPL File and Testing the Character In-game Summary23. Character Animation. Introduction to Animation Popular Animation Methods in Maya Keyframes Reactive Animation Animation Choices-FK Versus IK IK Solvers Single Chain IK Solvers Rotate Plane IK Solvers IK Spline Solvers Constraints Selection Handles Character Rigs: What They Are and Why We Need Them Creating the Character Rig Skinning the Character Animating the Character Pose-to-Pose Animation Creating Custom Animation Cycles Exporting Custom Animations into UnrealEd SummaryAPPENDIX A. The UnrealEd Manual. The Main Menu Bar The Toolbar File Options Undo and Redo Search for Actor Browsers Editors Properties Building Play Level Help The Toolbox Camera and Utilities Area Brush Clipping Area Brush Primitives Area CSG Operations Area Selections and Movement Area Mirroring and Miscellaneous Area The Viewports Viewport Controls Viewport Control Bar Viewport Control Bar Context Menu The Console Bar The Text Field The Log Window Lock Selections Vertex Snap Drag Grid Rotation Grid Maximize Viewport DrawScale3D Browsers The Actor Class Browser The Group Browser The Music Browser The Sound Browser The Textures Browser The Mesh Browser The Prefab Browser The Static Mesh Browser The Animation Browser Editor Windows Search for Actors The 2D Shape Editor The UnrealScript Editor Property Windows Actor Properties Surface PropertiesINDEX.
Responsibility: Jason Busby, Zak Parrish, Joel Van Eenwyk.

Abstract:

Authoritative guide to building custom mods, maps and levels with the Unreal engine from Epic Games.  Read more...

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