Mastering Unreal Technology, Volume II: Advanced Level Design Concepts with Unreal Engine 3

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Author: Jason Busby

ISBN-10: 0672329921

ISBN-13: 9780672329920

Category: Game Programming

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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!You’ll find expert tips on Creating advanced materials that leverage the full power of UnrealEd’s Material Editor Bringing levels to life with objects affected by gravity, collisions, and player influence Creating fire, smoke, sparks, and more with Unreal Engine 3’s particle effects system Building custom user interfaces, including Heads-Up Displays (HUDs) that update constantly Using SoundCues to mix, modulate, crossfade, and attenuate sounds Generating real-time camera-based effects, including depth of field, motion blur, and color adjustment Using post process effects to quickly transform a scene’s look and feel without changing existing materials or textures Animating characters and vehicles that move with unprecedented realism Creating in-game cinematics that develop your characters and move your story forward

CHAPTER 1: Introduction to Advanced Level Design . . . 1Who Is This Book For? . . . 2What Should You Know Before You Start? . . . 2What We Mean By “Advanced” Level Design . . . 3Included Assets and Game Assets . . . 3Working with INI Files . . . 4Future Software Changes . . . 5CHAPTER 2: Advanced Material Construction . . . 7Material Instancing and Parameters . . . 7Blending . . . 9UV Manipulation . . . 10Normals . . . 11Depth . . . 12Special Lighting . . . 13Reflections . . . 14Distortion . . . 14Transparency . . . 15Subsurface Scattering . . . 16Custom Lighting Models . . . 16Summary . . . 151CHAPTER 3: Working with Volumes . . . 153Available Volume Types . . . 154Basic Volume Properties . . . 156BlockingVolumes . . . 156PhysicsVolumes . . . 159TriggerVolume . . . 170PostProcessVolume . . . 186LevelStreamingVolume . . . 188LightVolume . . . 188ColorScaleVolume . . . 189ReverbVolume . . . 189RB_ForceFieldExcludeVolume . . . 190UTAreaNamingVolume . . . 190UTAutoCrouchVolume . . . 190FoliageFactory . . . 190Summary . . . 192CHAPTER 4: Physics Objects . . . 193Types of Physics Objects . . . 193The Concept of Rigid Bodies . . . 196Working with Rigid Bodies in Unreal . . . 197KActors . . . 200KAssets . . . 208Constraints . . . 211The Physics Asset Tool (PhAT) . . . 229Cloth . . . 245Impulse and Force Actors . . . 252Physics-Specific Kismet Sequence Objects . . . 258Physical Materials . . . 263Summary . . . 268CHAPTER 5: Creating Special Effects with Particle Systems . . . 269Anatomy of a Particle System . . . 271TypeData Modules . . . 283Modules . . . 286Cascade Particle System Editor . . . 293Particle-Specific Material Expressions . . . 301Types of Particle Modules . . . 312Beam Emitters . . . 356Mesh Emitters . . . 374Trail Emitters . . . 382Fluid Emitters . . . 393Levels of Detail . . . 397Emitter Actor . . . 406Modifying Particle Systems In-Game . . . 407Troubleshooting the Effect . . . 480Summary . . . 481CHAPTER 6: Creating User Interfaces . . . 483UI Components . . . 483UIs Versus HUDs . . . 484UI Design Workflow Overview . . . 485The UI Scene Editor . . . 492The UI Widgets . . . 496Working with Widgets . . . 498Widgets States . . . 513Widget Navigation and the Focus Chain . . . 541Working with User Inputs . . . 543Data Stores . . . 548Styles and Skins . . . 549Fonts . . . 566Adding Functionality . . . 569Sounds . . . 598Creating HUDs . . . 600Summary . . . 601CHAPTER 7: Sound System . . . 603Sound Types . . . 604USounds Versus SoundCues . . . 604The AmbientSound Actors . . . 612The SoundCue Editor . . . 613SoundCue Nodes . . . 614Kismet Sound Actions . . . 632Working with Music . . . 638Working with MusicTrackBanks . . . 642Summary . . . 666CHAPTER 8: Post-Process Effects . . . 667The Four Key Methods of Controlling Post-Processes . . . 668Accessing and Assigning PostProcessEffect Objects . . . 670Types of Post-Process Effects . . . 675Post-Process Editor . . . 681Controlling Post-Process Effects In-Game . . . 715Summary . . . 716CHAPTER 9: The Unreal Animation System . . . 717The Unreal Animation System . . . 718Skeletal Animation . . . 723Morph Animation . . . 734AnimSet Editor . . . 737Animation Blending . . . 753AnimTree Editor . . . 754AnimTree Editor Nodes . . . 770Morph Nodes . . . 796Facial Animation with FaceFX . . . 839FaceFX Studio . . . 840FaceFX Studio User Interface . . . 872Physical Animation . . . 900Setup Procedure for Physical Animation . . . 906Skeletal Mesh Actors . . . 907Skeletal Mesh Component . . . 907Summary . . . 909CHAPTER 10: Creating Cinematic Sequences . . . 911Cinematic Sequences . . . 911Camera Actor . . . 915Camera Effects . . . 916Image Separation Through Lighting . . . 920DumpMovie Command . . . 920Putting It All Together . . . 920Summary . . . 999APPENDIX A: Distributions . . . 1001Overview . . . 1001Distribution Types In-Depth . . . 1003General Performance Cost Comparison . . . 1019APPENDIX B: The Curve Editor . . . 1023Animation Curves . . . 1024Controlling Interpolation Curves . . . 1026Curve Editor Interface . . . 1030Preset Curves . . . 1035Index . . . 1039