Mastering Unreal 3 Technology: A Beginner's Guide to Level Design in Unreal Engine 3, Book/DVD Package by Jason Busby ; Zak Parrish ; Jeff Wilson

Price: £23.99

Discount: 35%
RRP: 36.99

More Details

Description

Mastering Unreal Technology, Volume I: Introduction to Level Design with Unreal Engine 3 is your start-to-finish guide to modding and level design with the world's hottest new gaming engine: Unreal Engine 3. Here's everything you need to know to jumpstart your skills and create stunning new content and games for consoles and PCs alike! Your authors aren't just the world's #1 Unreal game development trainers: They've even built the training modules that shipped with Unreal Tournament 3: Limited Collector's Edition. Now, working with the full cooperation of Unreal Engine 3's creators, Epic Games, they introduce every facet of game development - from simple level creation to materials, lighting, and terrain...even advanced level optimization and streaming!

Packed with tips, hands-on tutorials, and expert techniques, Mastering Unreal Technology, Volume I is all you need to create levels that look spectacular and work brilliantly...levels that gamers just can't stop playing!

You'll find expert tips on

* Understanding the game development process from start to finish
* Planning projects for greater efficiency, faster delivery, and better quality
* Crafting worlds with stunning beauty and clarity
* Bringing amazing realism to characters, objects, and props
* Making the most of Unreal Engine 3's massively upgraded lighting system
* Scripting complex gameplay quickly and easily with Unreal Kismet
* Building animated game assets with Unreal Matinee
* Testing game performance during live gameplay
* Optimizing levels by improving the interaction between lights and surfaces
* Using advanced level streaming to create vast, rich, highly playable levelsWinner of the Front Line Award for best game development book of 2009!

CONTENTS:

CHAPTER 1: Introduction to Unreal Technology . . . 1

History of Unreal . . . 2

                June 1998: Unreal . . . 2

                                November 1999: Unreal Tournament . . . 3

                                March - July 2001: The Unreal Developer Network . . . 5

                                September 2002: Unreal Championship and Unreal Tournament 2003. . . 5

                                February 2003: Unreal II . . . 7

                                March 2004: Unreal Tournament 2004 . . . 9

                                April 2005: Unreal Championship 2: The Liandri Conflict . . . 10

                                November 2006: Gears of War. . . 11

                                November 2007: Unreal Tournament 3 . . . 12

Overview of the Unreal Engine. . . 14

Unreal Engine Components . . . 14

                The Graphics Engine. . . 14

                The Sound Engine. . . 15

                The Physics Engine . . . 16

                The Input Manager . . . 16

                                Network Infrastructure . . . 17

                The UnrealScript Interpreter. . . 18

Overview of Component Interaction . . . 18

Engine Components at Work . . . 20

Creating Your Own Worlds with the Unreal Engine . . . 21

                Game Assets . . . 21

                                Animations and Skeletal Meshes . . . 25

                The Tools of the Trade . . . 26

CHAPTER 2: Overview of Game Development. . . 31

The Importance of Iteration . . . 32

Start with the Idea . . . 32

Story Treatment . . . 34

Considerations for Production Scheduling . . . 39

Communication . . . 41

                Have Regular Meetings . . . 41

                Make Yourself Heard. . . . 41

                                Respect Your Teammates . . . 41

                                Artists Versus Programmers: Round One, Fight! . . . 42

                Pick Your Battles . . . 42

                Stay Creative . . . 42

Testing and Feedback . . . 43

Ending Production . . . 44

CHAPTER 3: Up and Running: A Hands-On Level Creation Primer. . . 45

Starting Your First Level . . . 46

CHAPTER 4: A Universe of Brushes: World Geometry In-Depth . . . 117

Key Terms and Concepts: BSP and CSG . . . 117

Brush Types . . . 118

                The Red Builder Brush. . . 118

                                Additive Brushes . . . 118

                                Subtractive Brushes . . . 120

A Quick Word on Building. . . 120

Cleaning BSP Materials . . . 21

Working with Brushes . . . 124

                                Additive and Subtractive Levels. . . 124

                The Almighty Drag Grid . . . 124

                                Moving with Pivots . . . 125

                                Brush Order . . . 125

                                Building to the Proper Scale . . . 126

Primitives . . . 127

                Cube . . . 127

                Cone . . . 128

                                Cylinder . . . 128

                                Sheet . . . 130

                                Tetrahedron (Sphere) . . . 130

                                Curved Staircase . . . 130

                                Linear Staircase . . . 132

                                Spiral Staircase . . . 132

                                Volumetric . . . 133

Boolean Operations . . . 134

                                Intersect Tool. . . 134

                                De-Intersect Tool . . . 135

Brush Solidity. . . 135

                                Solid . . . 136

                Semi-Solid. . . 136

                                Non-Solid . . . 136

Brush Manipulation . . . 137

Geometry Mode . . . 137

                                Selection Modes . . . 138

                                Toggle Modifier Window . . . 141

Working with Shadows. . . 164

CHAPTER 5: Static Meshes. . . 169

The Importance of Static Meshes. . . 169

Static Mesh Workflow Overview . . . 170

UV Texture Coordinates . . . 185

Considerations When Creating UV Layouts . . . 193

Creating Textures . . . 195

Importing Static Meshes. . . 197

Using the Static Mesh Editor . . . 200

Collisions . . . 202

                                Creating Custom Collisions. . . 205

Placing Static Meshes. . . 213

Static Meshes and Shadows. . . 216

CHAPTER 6: Introduction to Materials. . . 221

What Is a Material? . . . 222

Materials vs. Textures. . . . . 223

Texture Coordinates (UVs). . . . 223

Material Instructions. . . 224

Thinking About Color in Unreal. . . 225

A Quick Word on Lighting. . . 226

Anatomy of a Material . . . 226

                                Material Nodes . . . 227

                                Material Channels . . . 232

                                Material Expressions. . . 239

The Available Material Expressions. . . 244

                                Material Expressions List. . . 244

                                Parameter Expressions. . . 262

Material Creation. . . 264

Surface Properties . . . 274

                The Surface Properties Dialog. . . 275

CHAPTER 7: Introduction to Lighting . . . 357

Light Placement. . . . 358

A Word on Building Lights. . . 358

Lighting Concepts . . . 375

                                Light Maps and Shadow Maps. . . 375

                                Static and Dynamic Lighting . . . 376

                                Per-Vertex Lighting and Lighting Subdivisions. . . 377

Types of Lights. . . 378

                                Toggleable Lights. . . 378

                                Moveable Lights . . . 378

                                Point Lights. . . 379

                                Spotlights . . . 380

                                Directional Lights. . . . 382

                SkyLights. . . 382

                                Pickup Lights. . . 384

Light Properties . . . 387

                                General Properties. . . 387

                                Exclusive SpotLight Properties. . . 389

                                Exclusive DirectionalLight Properties. . . 389

                                Exclusive SkyLight Properties . . . 389

Lighting Channels . . . 390

Lighting Volumes . . . 394

Shadows . . . . . 394

                                Precomputed Shadows (Shadow Maps). . . . 395

                                Shadow Buffer Shadows . . . 396

                                Shadow Volume Shadows . . . 396

                                Shadow Modulation . . . 398

Light Environments . . . 405

Light Functions . . . 410

Workflow Tips . . . 415

CHAPTER 8: Terrain. . . 417

What Is Terrain? . . . 417

Accessing Terrain . . . 419

Terrain Anatomy and Properties . . . 427

                                Terrain Anatomy (Terminology) . . . 427

                                Terrain Properties . . . 428

TerrainMaterials and Layers . . . 433

                                TerrainMaterial Properties. . . 433

                                Terrain Layers . . . 434

Terrain Editor Dialog. . . 449

                The Terrain Editing Dialog Interface Overview. . . 449

                                Terrain Editing Tools. . . 459

Decorating Your Terrain: Foliage and DecoLayers. . . 483

                Foliage. . . 484

                DecoLayers. . . 488

Terrain Workflow Considerations . . . 494

CHAPTER 9: Introduction to Unreal Kismet . . . 497

Kismet: The Big Picture. . . 497

Accessing Kismet . . . 498

Anatomy of a Sequence Object . . . 506

Types of Sequence Objects . . . 508

                                Events . . . 508

                                Actions . . . 509

                                Variables . . . 509

                                Conditions . . . 510

                                Matinee . . . 512

Kismet Sequence Flow . . . 512

Simple Kismet Sequences . . . 526

Commenting Kismet Sequences . . . 535

Intermediate Kismet Sequences . . . 536

CHAPTER 10: Unreal Matinee. . . 615

What Is Matinee? . . . 615

Matinee Terminology . . . 616

Accessing Matinee . . . 636

The Matinee Sequence Object . . . 636

                                Inputs . . . 637

                Outputs. . . . 638

                                Variable Links . . . 638

                                Properties . . . 638

                                Matinee Data Object. . . 640

InterpActors . . . 641

Mover Kismet Event . . . 641

The Matinee Editor . . . 643

                                Toolbar . . . 644

                                Curve Editor . . . 644

                                Group/Track List . . . 644

                                Timeline . . . 645

                                Properties . . . 646

Types of Tracks. . . 647

                Anim Control . . . 647

                                Color Property . . . 648

                                Event . . . 648

                                FaceFX . . . 648

                                Float Material Param. . . 648

                                Float Particle Param. . . 649

                                Float Property . . . 649

                                Morph Weight. . . 649

                Movement. . . 649

                                SkelControl Scale . . . 650

                                Sound . . . 650

                                Effects Toggle . . . 651

                                Vector Material Param. . . . 651

                                Vector Property . . . 651

                                Director Group-Specific Tracks . . . 651

Matinee Considerations . . . 652

CHAPTER 11: Level Optimization . . . 705

General Optimization. . . 705

Understanding Overhead . . . 706

In-Game Performance Diagnostics . . . 706

Occlusion . . . 717

CullDistance and CullDistanceVolumes . . . 718

Levels of Detail . . . 719

Optimizing Lights and Shadows . . . 719

                                Light Maps . . . 719

                                Light Environments. . . 720

                                Light Functions . . . 720

                                Casting Light onto Unlit Materials . . . 720

The Primitive Stats Browser. . . 721

Dynamic Shadows and the Dynamic Shadow Stats Browser . . . 722

Material Optimization . . . 725

                                Multiple Materials per Object . . . 726

                                Material Instructions. . . 726

                                Unlit Translucency . . . 727

CHAPTER 12: Level Streaming. . . 731

Level Streaming Benefits. . . 732

Testing Level Streaming . . . 733

Streaming Methods . . . 733

Persistent Levels Versus Streaming Levels . . . 733

The Level Browser and Scene Manager . . . 734

Map Changing . . . 736

Level Streaming via Kismet. . . 757

Level Streaming via LevelStreamingVolumes. . . 758

Level Streaming via Distance. . . 767

Troubleshooting . . . 777

Level Streaming Considerations . . . 777

APPENDIX A: The Unreal Editor User's Guide. . . 779

The Main Menubar . . . 779

The Toolbar . . . 781

                File Options . . . 781

                Undo and Redo . . . 782

                Far Clipping Plane Distance . . . 782

                                Transform Tools . . . 782

                                Search for Actor . . . 783

                                Toggle Fullscreen . . . 783

                Cut, Copy, and Paste . . . 783

                                Generic Browser . . . 783

                                Kismet . . . 783

                                Toggle Brush Polys . . . 783

                                Toggle Prefab Lock . . . 783

                Use Curves Button . . . 783

                                Enable/Disable Socket Snapping. . . 783

                                Building . . . 784

                Play Level Area . . . 784

The Toolbox . . . 785

                                Camera and Utilities Area . . . 785

                                Brush Primitives Area . . . 786

                CSG Operations Area . . . 792

                                Additional Brushes Area . . . 793

                                Selections Area . . . 794

The Viewports . . . 795

                                Navigation . . . 796

                                Viewport Controls. . . 797

                                Viewport Toolbar . . . 798

                                Viewport Context Menu. . . 802

The Console Bar . . . 804

                                Command Line . . . 805

                                Selection Status . . . 805

                                Transform Status . . . 805

                                DrawScale Numeric Fields . . . 805

                Drag Grid . . . 805

                                Rotation Grid . . . 805

                                Scale Grid . . . 806

                                AutoSave . . . 806

Browsers . . . 806

                                Generic Browser. . . 806

                                Actor Classes Browser. . . 811

                                Groups Browser . . . 813

                                Level Browser . . . 815

                                Referenced Assets Browser . . . 816

                                Primitive Stats Browser . . . 818

                                Dynamic Shadow Stats Browser. . . 819

                                Scene Manager . . . 820

                Log . . . 822

Editors . . . 823

                                Static Mesh Editor. . . 823

                                Material Editor. . . 824

                                Kismet Visual Scripting Editor. . . 824

                                Matinee Editor . . . 826

                PhAT (Physics Asset Tool) Physics Editor. . . 826

                                Cascade Particle System Editor . . . 826

                User Interface Scene Editor . . . 828

                                SoundCue Editor . . . 828

                Post Process Manager . . . 828

                                AnimSet Editor . . . 830

                                AnimTree Editor. . . 830

Search for Actors . . . 831

Property Windows . . . 832

                                Actor Properties . . . 832

                                Surface Properties . . . 833

APPENDIX B: The Curve Editor. . . 835

Animation Curves . . . 836

Controlling Interpolation Curves . . . 838

Auto . . . 839

User . . . 840

Break. . . . 840

Linear. . . 840

Constant . . . 842

Curve Editor Interface. . . 842

Curve Editor Toolbar. . . 842

Curve Editor Curve Key List. . . 844

Curve Editor Graph View . . . 846

Preset Curves . . . 847

Available Preset Curve Settings. . . 848

Index. . . 851
Published

05 Aug 2009

Publisher

SAMS

ISBN

9780672329913

Pages

890

Static Book Details Index Page - Click Here to go to Computer Manuals Website