Mastering Unreal technology : the art of level design / Jason Busby, Zak Parrish, Joel van Eenwyk
Publisher: Indianapolis : Sams, c2005Description: 962 p. ill. 24 cm001: 9411ISBN: 0672326922Subject(s): Computer graphics | Game design | Computer animationDDC classification: 006.693 BUSItem type | Current library | Collection | Call number | Copy number | Status | Date due | Barcode | |
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Book | MAIN LIBRARY Book | 006.693 BUS (Browse shelf(Opens below)) | 1 | Available | 092381 |
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Enhanced descriptions from Syndetics:
Authoritative guide to building custom mods, maps and levels with the Unreal engine from Epic Games.
Table of contents provided by Syndetics
- 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
- Summary
- 2 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
- Summary
- 3 Creating Your First Level with Unreal
- Ed
- 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 Unreal
- Ed 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
- Summary
- 4 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
- Summary
- 5 Terrain
- What Is Terrain?
- The Components of Terrain Terrain
- Zoning with the Zone
- Info Actor Using the Terrain
- Info 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 Terrain
- Info Properties Texture Layer Editing Tools Painting
- Smoothing Noise Tex Pan Tex Rotate Tex Scale Editing
- Terrain Texture DecoLayers
- Summary
- 6 Working with Volumes
- Concept of Volumes Basic Volume Volume Properties
- DecoList BlockingVolume PhysicsVolume Water
- Volume Lava
- Volume Xfalling
- Volume Ladder
- Volume
- Summary
- 7 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 Trigger
- Light Projectors
- Using Projectors Common Lighting Pitfalls
- Summary
- 8 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 Scripted
- Texture
- Summary
- 9 Interactive Elements
- Movers Creating the First Door
- Introduction to Trigge
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