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

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  • Formatas: EPUB+DRM
  • Išleidimo metai: 22-Sep-2009
  • Leidėjas: Sams Publishing
  • Kalba: eng
  • ISBN-13: 9780768689372
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  • Formatas: EPUB+DRM
  • Išleidimo metai: 22-Sep-2009
  • Leidėjas: Sams Publishing
  • Kalba: eng
  • ISBN-13: 9780768689372
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Mastering Unreal Technology, Volume II: Advanced Level Design Concepts with Unreal Engine 3is 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

Daugiau informacijos

This book will enable game developers and modders to take their abilities to the next level, showing how to create more in-depth and interactive levels. It covers the creation of advanced materials, showing the true power of UnrealEd's Material Editor, along with how to employ the use of volumes, which allow you to control and alter the physics and effects of certain areas of your level. Also discussed is the creation and use of physically interactive objects, allowing your levels to come to life with objects that are affected by gravity, collisions, and player influence, after which there is a thorough discussion of Unreal Engine 3's particle effects system, enabling you to create such effects as fire, smoke, sparks, and much more! From there this book moves into much more advanced and technical features of the engine, including the creation of your own custom user interfaces, how to work with your own sound effects, and how to produce your own post processing effects, enabling you to create a variety of real time camera based effects such as depth of field, motion blur, color adjustment, and more. This book also includes complete coverage of UnrealEd's animation system, as well as an introduction to how you can create your own in-game cinematics - also known as Machnima - allowing you to become a virtual film director!
CHAPTER 1: Introduction to Advanced Level Design 1
Who Is This Book For?
2
What Should You Know Before You Start?
2
What We Mean By "Advanced" Level Design
3
Included Assets and Game Assets
3
Working with INI Files
4
Future Software Changes
5
CHAPTER 2: Advanced Material Construction 7
Material Instancing and Parameters
7
Blending
9
UV Manipulation
10
Normals
11
Depth
12
Special Lighting
13
Reflections
14
Distortion
14
Transparency
15
Subsurface Scattering
16
Custom Lighting Models
16
Summary
151
CHAPTER 3: Working with Volumes 153
Available Volume Types
154
Basic Volume Properties
156
BlockingVolumes
156
PhysicsVolumes
159
TriggerVolume
170
PostProcessVolume
186
LevelStreamingVolume
188
LightVolume
188
ColorScaleVolume
189
ReverbVolume
189
RB_ForceFieldExcludeVolume
190
UTAreaNamingVolume
190
UTAutoCrouchVolume
190
FoliageFactory
190
Summary
192
CHAPTER 4: Physics Objects 193
Types of Physics Objects
193
The Concept of Rigid Bodies
196
Working with Rigid Bodies in Unreal
197
KActors
200
KAssets
208
Constraints
211
The Physics Asset Tool (PhAT)
229
Cloth
245
Impulse and Force Actors
252
Physics-Specific Kismet Sequence Objects
258
Physical Materials
263
Summary
268
CHAPTER 5: Creating Special Effects with Particle Systems 269
Anatomy of a Particle System
271
TypeData Modules
283
Modules
286
Cascade Particle System Editor
293
Particle-Specific Material Expressions
301
Types of Particle Modules
312
Beam Emitters
356
Mesh Emitters
374
Trail Emitters
382
Fluid Emitters
393
Levels of DetaiL
397
Emitter Actor
406
Modifying Particle Systems In-Game
407
Troubleshooting the Effect
480
Summary
481
CHAPTER 6: Creating User Interfaces 483
UI Components
483
UIs Versus HUDs
484
UI Design Workflow Overview
485
The UI Scene Editor
492
The UI Widgets
496
Working with Widgets
498
Widgets States
513
Widget Navigation and the Focus Chain
541
Working with User Inputs
543
Data Stores
548
Styles and Skins
549
Fonts
566
Adding Functionality
569
Sounds
598
Creating HUDs
600
Summary
601
CHAPTER 7: Sound System 603
Sound Types
604
USounds Versus SoundCues
604
The AmbientSound Actors
612
The SoundCue Editor
613
SoundCue Nodes
614
Kismet Sound Actions
632
Working with Music
638
Working with MusicTrackBanks
642
Summary
666
CHAPTER 8: Post-Process Effects 667
The Four Key Methods of Controlling Post-Processes
668
Accessing and Assigning PostProcessEffect Objects
670
Types of Post-Process Effects
675
Post-Process Editor
681
Controlling Post-Process Effects In-Game
715
Summary
716
CHAPTER 9: The Unreal Animation System 717
The Unreal Animation System
718
Skeletal Animation
723
Morph Animation
734
AnimSet Editor
737
Animation Blending
753
AnimTree Editor
754
AnimTree Editor Nodes
770
Morph Nodes
796
Facial Animation with FaceFX
839
FaceFX Studio
840
FaceFX Studio User Interface
872
Physical Animation
900
Setup Procedure for Physical Animation
906
Skeletal Mesh Actors
907
Skeletal Mesh Component
907
Summary
909
CHAPTER 10: Creating Cinematic Sequences 911
Cinematic Sequences
911
Camera Actor
915
Camera Effects
916
Image Separation Through Lighting
920
DumpMovie Command
920
Putting It All Together
920
Summary
999
APPENDIX A: Distributions 1001
Overview
1001
Distribution Types In-Depth
1003
General Performance Cost Comparison
1019
APPENDIX B: The Curve Editor 1023
Animation Curves
1024
Controlling Interpolation Curves
1026
Curve Editor Interface
1030
Preset Curves
1035
Index 1039
Jason Buzz Busby is president and chief executive officer of 3D Buzz, Inc. For more than five years, he has taught 3D animation, programming, and game design through his website 3dbuzz.com, which has more than 275,000 members. He coauthored Mastering Unreal: The Art of Level Design and Mastering the Art of Production with 3ds Max 4 and has created and overseen the production of more than 1,000 hours of video training.

 

Zak Parrish, chief of operations at 3D Buzz, Inc., has developed hundreds of video tutorials over 3D animation and game design. He helped produce training videos that shipped with Unreal Tournament 2004: Special Edition as well as those that shipped with Unreal Tournament 3: Limited Collectors Edition. Zak also coauthored Mastering Unreal.

 

Jeff Wilson, 3D Buzzs technical consultant for the Unreal Engine, helps develop the companys Unreal Technology training videos. He has been studying the Unreal Engine for five years while creating modifications for Unreal Tournament 2003 and 2004. Wilson moderates the 3D Buzz forums.

 

Busby, Parrish, and Wilson are also coauthors of the companion book Mastering Unreal® Technology, Volume I: Introduction to Level Design with Unreal® Engine 3.