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會員
Unreal Development Kit Beginner's Guide
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Index
Thisbeginner'sguidefocusesongettingyouquicklythroughallthemajorlearningpointsinasmooth,logicalorder.You'llalsolearnhowtoavoidsomecommonpitfalls.Aspiringgamedeveloperswhowanttolearnhowtocreatetheirownlevels,maps,gameworldsandenvironments.Youdon’tneedgamedesignorgamedevelopmentexperienceandnoexperienceofUDKisrequired
目錄(117章)
倒序
- 封面
- 版權信息
- Credits
- About the Author
- About the Reviewers
- www.PacktPub.com
- Support files eBooks discount offers and more
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Time for action – heading
- Reader feedback
- Customer support
- Chapter 1. Level Design HQ
- Time for action – UDK download and installation
- UDK folder structure
- Time for action – launching the editor
- Autosave
- Content browser
- Time for action – movement and rotation
- BSP
- Time for action – using BSP brushes and static meshes
- Additive and subtractive
- Unreal scale and proportions
- Grid snapping
- Viewport options
- Summary
- Chapter 2. Hello UDK
- Your first map
- Time for action – setup where to save the file what to name it
- Why CSG?
- Time for action – the builder brush and our first cube
- Subtractive
- Brush Order
- Time for action – geometry editing tool
- Time for action – building our first room
- Time for action – placing lights and a player start
- Time for action – creating a hallway and a second room
- Time for action – applying materials to CSG surfaces
- Surface Properties
- Time for action – test map and add bots
- Summary
- Chapter 3. Applying Lighting Effects
- Directional lights
- Point lights
- Spotlights
- Skylights
- Time for action – different types of light
- Point lights
- Spotlights
- Directional lights
- Skylights
- Time for action – lightmaps
- Time for action – adjusting lightmaps on CSG surfaces
- Time for action – lightmaps on static meshes
- Summary
- Chapter 4. Battling the Elements
- Time for action – the basics
- Time for action – add a new particle emitter
- Time for action – the smoke example
- Time for action – adding height fog
- Time for action – creating the surface
- Time for action – water volumes
- Time for action – underwater
- Summary
- Chapter 5. Movement with Movers
- Time for action – a basic elevator/door
- Time for action – elevators UT style
- Time for action – a continuously looping animation
- Time for action – a continuously rotating animation
- Time for action – attaching something
- Summary
- Chapter 6. Terrain
- Time for action – your first terrain
- Time for action – applying materials
- Time for action – light mapping
- Summary
- Chapter 7. Adding Gameplay Elements into your Map
- Adding gameplay elements
- Time for action – naming your map
- Time for action – adding a player start
- Time for action – play in editor
- Time for action – placing pickups
- Time for action – placing weapons
- Time for action – placing jump pads
- Time for action – adding other game object types
- Bot pathing
- Time for action – adding path nodes
- Summary
- Chapter 8. Complex Event Sequences
- Time for action – a simple sequence
- Time for action – basic UIScene
- Time for action – basic cut scene
- Summary
- Chapter 9. Materials
- What is a material?
- Time for action – creating a new material
- Time for action – adding textures to a material
- Time for action – creating a shiny metal surface
- Time for action – adding a normal map
- Time for action – seeing your material in the world
- Time for action – giving a perfect texture to your material
- Time for action – color specular highlight
- Time for action – adding a tint to the diffuse color
- Time for action – making your material easy to read
- Summary
- Pop Quiz Answers
- Chapter 1
- Chapter 2
- Chapter 3
- Chapter 4
- Chapter 5
- Chapter 6
- Chapter 7
- Index 更新時間:2021-04-02 18:45:54
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