Unreal Development Kit Beginner’s Guide
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Book preview
Unreal Development Kit Beginner’s Guide - Richard J. Moore
Table of Contents
Unreal Development Kit 3
Credits
About the Author
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers and more
Why Subscribe?
Free Access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Time for action – heading
What just happened?
Pop quiz – heading
Have a go hero – heading
Reader feedback
Customer support
Errata
Piracy
Questions
1. Level Design HQ
Time for action – UDK download and installation
UDK folder structure
Time for action – launching the editor
Autosave
Content browser
What just happened?
Time for action – movement and rotation
Navigation
UDK
WASD key navigation
MAYA users
What just happened?
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
Additive and subtractive
Additive
Subtractive
Unreal scale and proportions
Grid snapping
Viewport options
What just happened?
Have a go hero – wireframe brush
Pop quiz
Summary
2. Hello UDK
Your first map
Time for action – setup, where to save the file, what to name it
What just happened?
Why CSG?
Time for action – the builder brush and our first cube
Subtractive
Brush Order
What just happened?
Time for action – geometry editing tool
What just happened?
Time for action – building our first room
What just happened?
Have a go hero – second floor
Time for action – placing lights and a player start
What just happened?
Have a go hero – advanced lighting
Time for action – creating a hallway and a second room
What just happened?
Time for action – applying materials to CSG surfaces
Surface Properties
What just happened?
Have a go hero – adding more elements to your level
Time for action – test map and add bots
What just happened?
Have a go hero – content browser
Have a go hero – bot navigation
Pop quiz
Summary
3. Applying Lighting Effects
Directional lights
Point lights
Spotlights
Skylights
Time for action – different types of light
Point lights
Spotlights
Directional lights
Skylights
What just happened?
Time for action – lightmaps
What just happened?
Time for action – adjusting lightmaps on CSG surfaces
What just happened?
Have a go hero – reduce lightmap resolution on surfaces
Time for action – lightmaps on static meshes
What just happened?
Have a go hero – creating lightmaps for custom static meshes
Pop quiz
Summary
4. Battling the Elements
Time for action – the basics
Time for action – add a new particle emitter
What just happened?
Time for action – the smoke example
What just happened?
Time for action – adding height fog
Setting parameters
Uses
Atmospheric haze
Localized fog
Dense haze
What just happened?
Have a go hero – alternatives to height fog
Time for action – creating the surface
What just happened?
Time for action – water volumes
What just happened?
Time for action – underwater
What just happened?
Have a go hero – animated cloud shadows
Pop quiz
Summary
5. Movement with Movers
Time for action – a basic elevator/door
What just happened?
Time for action – elevators UT style
What just happened?
Time for action – a continuously looping animation
What just happened?
Time for action – a continuously rotating animation
What just happened?
Time for action – attaching something
What just happened?
Have a go hero – triggering sounds
Pop quiz
Summary
6. Terrain
Time for action – your first terrain
What just happened?
Time for action – applying materials
What just happened?
Have a go hero – deco layers
Time for action – light mapping
What just happened?
Have a go hero – foliage layers
Pop quiz
Summary
7. Adding Gameplay Elements into your Map
Adding gameplay elements
Time for action – naming your map
What just happened?
Time for action – adding a player start
What just happened?
Time for action – play in editor
What just happened?
Time for action – placing pickups
What just happened?
Time for action – placing weapons
What just happened?
Time for action – placing jump pads
What just happened?
Time for action – adding other game object types
What just happened?
Have a go hero – adding music to your map
Bot pathing
Time for action – adding path nodes
What just happened?
Pop quiz
Summary
8. Complex Event Sequences
Time for action – a simple sequence
What just happened?
Have a go hero – preview screenshot
Time for action – basic UIScene
What just happened?
Time for action – basic cut scene
What just happened?
Summary
9. Materials
What is a material?
Time for action – creating a new material
What just happened?
Time for action – adding textures to a material
What just happened?
Time for action – creating a shiny metal surface
What just happened?
Time for action – adding a normal map
What just happened?
Time for action – seeing your material in the world
What just happened?
Time for action – giving a perfect texture to your material
What just happened?
Time for action – color specular highlight
What just happened?
Time for action – adding a tint to the diffuse color
What just happened?
Time for action – making your material easy to read
What just happened?
Summary
Pop Quiz Answers
Chapter 1
Level Design HQ
Chapter 2
Hello UDK
Chapter 3
Applying Lighting Effects
Chapter 4
Battling the Elements
Chapter 5
Movement with Movers
Chapter 6
Terrain
Chapter 7
Adding Gameplay Elements into your Map
Index
Unreal Development Kit 3
Beginner's Guide
Unreal Development Kit 3
Beginner's Guide
Copyright © 2011 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.
Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.
First published: August 2011
Production Reference: 1180811
Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham B3 2PB, UK.
ISBN 978-1-849690-52-2
www.packtpub.com
Cover Image by Richard Moore (<rich.2bdigital@yahoo.co.uk>)
Credits
Author
Richard J Moore
Reviewers
Taylor Paschal
Jamie Telford
Dave Voyles
Patrick Coan
Acquisition Editor
Steven Wilding
Development Editor
Meeta Rajani
Technical Editor
Lubna Shaikh
Copy Editor
Laxmi Subramanian
Project Coordinator
Leena Purkait
Proofreader
Samantha Lyon
Indexer
Tejal Daruwale
Production Coordinator
Alwin Roy
Cover Work
Alwin Roy
About the Author
Richard J Moore graduated in 2009 with a degree in video games design from Hull School of Art and Design, but has expanded his creativity by working as a web designer/illustrator in Hull, East Yorkshire, and London for three years. He is very passionate about 3D modeling, level design, concept drawing, web development, and graphical illustrations.
He has worked on a number of different projects with clients from different industrial backgrounds, building an impressive collection of stylish web templates, logos, brochures, business cards, web banners, animated graphics, and e-mail marketing campaigns.
Through the clouds lies his passion for video game development, complete creation of 3D art including modeling, texturing and high resolution rendering. He also dazzles in game documentation and conceptual drawings.
He will always take any opportunity to meet as many different people from the game development community as possible, and as a result he has attended the Games Grads career fair, participated in the Game Republic 2009 student showcase in Sheffield and Platform 2010, Hull's 1st Digital and Gaming event where he won the award for best character and a cheque for £100.
In March 2011, he was involved in Platform Expo's 2011, Hull's second video game expo where he entered in this year's video game showcase and won 2nd prize for his outstanding contribution to video game design and is now involved in Platform Expo's 2012.
In July 2011, he volunteered as a marketing assistant/designer for an online-based video games magazine, assisting the editor-in-chief in designing templates for latest issues of the magazine, writing reviews on the latest video game titles, and talking to clients about potential advertising coverage within the magazine and online. In his spare time he focuses on freelance design and development work with upcoming companies. As a result, Richard has had some impressive feedback from fellow designers and clients, and is very much interested in starting up his very own design company, focusing on all the things he loves. He has the ideas, the drive, and determination to put it together. 2011 is the start of something big for this video games designer.
I would like to thank all the people at Packt Publishing for producing this book and allowing me to take part in writing this creative guide to the Unreal Development Kit.
I would also like to thank the people at Epic Games for allowing me, as a games designer, to create fantastic 3D environments and brand new game ideas using their engine.
(Cheers, all I need from you now is a job position.)
Finally, I'd like to thank the people at Adobe, Autodesk, and Pixologic for letting me show my creativity in creating some amazing game design artwork, using your software.
(Keep up the good work.)
About the Reviewers
Taylor Paschal grew up surrounded by video games. As the game industry skyrocketed in the mid-nineties, games like GoldenEye and Zelda consumed his time. Inspired by the beautiful environments of the games he played, Taylor constantly dreamt of one day being able to entertain others with levels made by his own design. That dream never left him.
Now over a decade later, Taylor is a senior, expected to graduate from Radford University in May 2011 with a degree in Software Engineering. Specializing in game development practices and level design, he works with an upcoming studio of talented individuals, overseeing the art and level design of their games, which make use of the Mobile UDK. In his spare time, he does graphic design work, creating logos, ads, and wallpapers on request.
Taylor has over three years of experience with the Unreal 3 Engine. Meeting with developers from Epic Games to enhance his knowledge of the engine and attending game development conferences to learn about level design theory, Taylor applies his much sought-after skills to his work, creating vibrant and exciting worlds for players to explore.
I want to thank Andrew Bains and Demond Rogers at Epic Games for being great teachers and a great source of inspiration for me. I also want to thank Alex Meade and Austin De Vinney for convincing me to go to that first game developer's conference. I don't think I'd be pursuing a career in level design if it weren't for that