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 Mastering Unreal Technology: The Art of Level Design
  

  Mastering Unreal Technology: The Art of Level Design by Jason Busby ; Zak Parrish

  • Published by: SAMS
  • Author: Jason Busby ; Zak Parrish
  • Page Count: 962
  • Group: GAMES PROGRAMMING
  • ISBN: 0672326922/9780672326929
  • Published: Dec 2004

Our Price: 24.47
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Book Information and Description:

Mastering Unreal Technology: The Art of Level Design
Let your imagination run wild in the world of Unreal Technology. Mastering Unreal Technology: The Art of Level Design knows no boundaries as it shows you how to build custom mods, maps and levels with the Unreal engine. Its tutorial format will give you immediate results through the tips and demos provided from the industry's top level designers. Learn to create your own characters, weapons and gaming environments, as well as how to go beyond the Unreal environment and export custom elements from 3D modeling applications. A CD that contains the Unreal Engine, graphics, examples and code is also included, giving you everything you need to create custom levels in Unreal or build your own games and virtual environments. Mastering Unreal Technology will help put you on the cutting-edge of gaming technology.

CONTENTS:

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 UnrealEd.

      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 UnrealEd

        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 ZoneInfo Actor

        Using the TerrainInfo 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

      TerrainInfo 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

        WaterVolume

        LavaVolume

        XfallingVolume

        LadderVolume

      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 TriggerLight

      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 ScriptedTexture

      Summary

  9. Interactive Elements.

      Movers

        Creating the First Door

      Introduction to Triggers

        Creating a MessageTrigger

      Elevators

        A Simple Elevator: UseTrigger

        Complex Elevator Overview

      Jump Pads

      Teleporters

      Summary

  II. ADVANCED DESIGN TECHNIQUES.

  10. Creating Particle Effects.

      Particle Theory

        Emitter Types

      SpriteEmitter

      SparkEmitter

      MeshEmitter

      BeamEmitter

      TrailEmitter

      Summary

  11. The Karma Physics Engine.

      Karma Theory

        General Karma Properties

        Karma Collision Primitives

      Constraints

        KBSJoint

        KconeLimit

        Khinge

      Ragdolls

      The Karma Authoring Tool (KAT)

        The KAT Interface

        Workspaces

        Viewports

      Summary

  12. Advanced Bot/AI Navigation.

      Basics of Bot Navigation

        Design Considerations

      Tools for Debugging

        Diagnosing Problems with the Map Check Dialog Box

        Console Commands

      Pathing

        Jump Pads and Teleporters

        Jump Spots

        Doors

        Lifts

        Ladders

      Advanced Pathing

        AssaultPaths

        Defense Points and Sniping Points

        Vehicle Navigation

      Summary

  13. Matinee: Creating Custom Cinematics.

      Introduction to the World of Machinima

      Overview of the Matinee System

      The Matinee Interface

        The Scenes Tab

        The Actions Tab

        The Sub Actions Tab

        The Tools Tab

      Creating a Simple Matinee Sequence

      Working with the Scene Manager

      Triggering the Matinee Sequence

      Controlling the Camera Path

      Creating Camera Pauses and Camera Cuts

      A Closer Look at Sub Actions

        Setting Camera Orientation

        Introducing Fades

      Using Matinee to Control Actors

      Adding Text to Your Cutscenes

      Adding a More Cinematic Feel

      Automatically Launching the Movie

      Changing Levels with Matinee

      Summary

  14. Creating Scripted Sequences.

      Using an Actions List

        Using Latent and Non-latent Actions

        Controlling xPawns

      Logical Conditions

      Summary

  15. Level Optimization (Zoning) and Distribution.

      Introduction to Level Optimization

      Zoning

      Antiportals

      Distance Fog

      Terrain Optimization

      Profiling and Debugging

        Viewport Display Modes

        Console Commands

      Summary

  16. Gametypes.

      Setting Level Properties

      Deathmatch-Style Gametypes

        Adding Weapons

        Deathmatch Design Considerations

      Capture the Flag (CTF)

        CTF Design Considerations

      Double Domination

        Design Considerations for Double Domination

      Bombing Run

        Design Considerations for Bombing Run

      Onslaught

        Design Considerations for Onslaught

      Assault

      Summary

  III. EXTERNAL DESIGN.

  17. Overview of Maya.

      Y-Up Versus Z-Up

      Maya Theory

        Nodes and Connections

        Construction History

      Overview of the User Interface

        The Viewports

        The Main Menu Bar and Menu Sets

        The Status Line

        The Shelf

        The Channel Box and Layer Editor

        The Attribute Editor

        The Time and Range Sliders

        The Toolbox and Layout Selection

        The Hotbox

      The Hypershade

      The Hypergraph

      Object Manipulation

        Object Mode

        Component Mode

      Summary

  18. Polygonal Modeling Tools.

      Modeling Terminology

      Modeling Methods

        Box Modeling

        Polygon Creation

      Understanding the Tool Options and Display Settings in Maya

      Polygon Modeling in Maya

        Creating Polygons

        Adding to Existing Polygons

        Combining Objects

        Using Booleans

        Mirroring

        Smoothing Versus Averaging Vertices

        Triangulation

        Cleaning Up Your Polygons

      Editing Polygons

        Subdividing Polygons

        Splitting Polygons

        Extrusions

        Chamfering Vertices and Beveling Edges

        Cutting Faces

        Wedging Faces

        Merging Vertices

        Flipping Triangle Edges

        Adjusting Surfaces and Hard Edges

      Summary

  19. The Art of Texturing in Maya.

      UVs and the UV Coordinate System

      The UV Texture Editor

        The Menu Bar

        The Toolbar

        The Viewport

      Mapping Uvs

        Mapping Methods

      Creating UV Layouts

      Creating Textures from UV Layouts

      UV Layouts for Characters

      Considerations for UV Layouts

      Summary

  20. Static Meshes.

      The Importance of Static Meshes

      Preparing to Model

        Adjusting the Grid

        Creating a Project

      Modeling the Catwalks

        Creating the Base Catwalk

        Constructing the Straight Catwalk

        Making a Ramp

        Making a Turn

        Building a T-Intersection

        Building a Four-Way Intersection

      Collision Models

      Exporting Models to UnrealEd

        Texturing Your Static Meshes in UnrealEd

      Summary

  21. Character Modeling.

      Preparation

        Concept Art

        Image Planes

      The Modeling Process

        Modeling and Animation

      The Character

        Modeling the Torso

        Modeling the Legs

        Modeling the Arms

        Modeling the Feet

        Modeling the Hand

        Modeling the Head

      Summary

  22. Importing Characters into UnrealEd.

      What Are Skeletons?

      Introduction to Maya Joints

        Parenting

        Joints and Parenting

        Joints and Rotation

        Using the Joint Tool

        Joints and Local Rotation Axes

        Manipulating Joints

      Binding a Character to a Skeleton: Skinning

        Introduction to Smooth Bind

        Adjusting Joint Influence

      Importing a Character Without Custom Animation

        Importing a Skeleton

        Skinning a Character

        Adjusting the Skin Weights

        Exporting the Character

        Getting the Character Ready for Gameplay

        Creating the Character's Portrait

        The UPL File and Testing the Character In-game

      Summary

  23. Character Animation.

      Introduction to Animation

      Popular Animation Methods in Maya

        Keyframes

        Reactive Animation

      Animation Choices-FK Versus IK

      IK Solvers

        Single Chain IK Solvers

        Rotate Plane IK Solvers

        IK Spline Solvers

      Constraints

      Selection Handles

      Character Rigs: What They Are and Why We Need Them

        Creating the Character Rig

        Skinning the Character

      Animating the Character

        Pose-to-Pose Animation

        Creating Custom Animation Cycles

      Exporting Custom Animations into UnrealEd

      Summary

  APPENDIX A. The UnrealEd Manual.

      The Main Menu Bar

      The Toolbar

        File Options

        Undo and Redo

        Search for Actor

        Browsers

        Editors

        Properties

        Building

        Play Level

        Help

      The Toolbox

        Camera and Utilities Area

        Brush Clipping Area

        Brush Primitives Area

        CSG Operations Area

        Selections and Movement Area

        Mirroring and Miscellaneous Area

      The Viewports

        Viewport Controls

        Viewport Control Bar

        Viewport Control Bar Context Menu

      The Console Bar

        The Text Field

        The Log Window

        Lock Selections

        Vertex Snap

        Drag Grid

        Rotation Grid

        Maximize Viewport

        DrawScale3D

      Browsers

        The Actor Class Browser

        The Group Browser

        The Music Browser

        The Sound Browser

        The Textures Browser

        The Mesh Browser

        The Prefab Browser

        The Static Mesh Browser

        The Animation Browser

      Editor Windows

        Search for Actors

        The 2D Shape Editor

        The UnrealScript Editor

      Property Windows

        Actor Properties

        Surface Properties

  INDEX.