Introduction to level design with Unreal Engine 3

Author(s)

    • Busby, Jason
    • Parrish, Zak
    • Wilson, Jeff

Bibliographic Information

Introduction to level design with Unreal Engine 3

Jason Busby, Zak Parrish, Jeff Wilson

(Mastering Unreal technology, v. 1)

Sams Pub., 2011

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Includes index

Description and Table of Contents

Description

Mastering Unreal Technology, Volume I: Introduction to Level Design with Unreal Engine 3 is your start-to-finish guide to modding and level design with the world's hottest new gaming engine: Unreal Engine 3. Here's everything you need to know to jumpstart your skills and create stunning new content and games for consoles and PCs alike! Your authors aren't just the world's #1 Unreal game development trainers: They've even built the training modules that shipped with Unreal Tournament 3: Limited Collector's Edition. Now, working with the full cooperation of Unreal Engine 3's creators, Epic Games, they introduce every facet of game development-from simple level creation to materials, lighting, and terrain...even advanced level optimization and streaming! Packed with tips, hands-on tutorials, and expert techniques, Mastering Unreal Technology, Volume I is all you need to create levels that look spectacular and work brilliantly...levels that gamers just can't stop playing! You'll find expert tips on Understanding the game development process from start to finish Planning projects for greater efficiency, faster delivery, and better quality Crafting worlds with stunning beauty and clarity Bringing amazing realism to characters, objects, and props Making the most of Unreal Engine 3's massively upgraded lighting system Scripting complex gameplay quickly and easily with Unreal Kismet Building animated game assets with Unreal Matinee Testing game performance during live gameplay Optimizing levels by improving the interaction between lights and surfaces Using advanced level streaming to create vast, rich, highly playable levels Winner of the Front Line Award for best game development book of 2009!

Table of Contents

CHAPTER 1: Introduction to Unreal Technology . . . 1 History of Unreal . . . 2 June 1998: Unreal . . . 2 November 1999: Unreal Tournament . . . 3 March-July 2001: The Unreal Developer Network . . . 5 September 2002: Unreal Championship and Unreal Tournament 2003. . . 5 February 2003: Unreal II . . . 7 March 2004: Unreal Tournament 2004 . . . 9 April 2005: Unreal Championship 2: The Liandri Conflict . . . 10 November 2006: Gears of War. . . 11 November 2007: Unreal Tournament 3 . . . 12 Overview of the Unreal Engine. . . 14 Unreal Engine Components . . . 14 The Graphics Engine. . . 14 The Sound Engine. . . 15 The Physics Engine . . . 16 The Input Manager . . . 16 Network Infrastructure . . . 17 The UnrealScript Interpreter. . . 18 Overview of Component Interaction . . . 18 Engine Components at Work . . . 20 Creating Your Own Worlds with the Unreal Engine . . . 21 Game Assets . . . 21 Animations and Skeletal Meshes . . . 25 The Tools of the Trade . . . 26 CHAPTER 2: Overview of Game Development. . . 31 The Importance of Iteration . . . 32 Start with the Idea . . . 32 Story Treatment . . . 34 Considerations for Production Scheduling . . . 39 Communication . . . 41 Have Regular Meetings . . . 41 Make Yourself Heard. . . . 41 Respect Your Teammates . . . 41 Artists Versus Programmers: Round One, Fight! . . . 42 Pick Your Battles . . . 42 Stay Creative . . . 42 Testing and Feedback . . . 43 Ending Production . . . 44 CHAPTER 3: Up and Running: A Hands-On Level Creation Primer. . . 45 Starting Your First Level . . . 46 CHAPTER 4: A Universe of Brushes: World Geometry In-Depth . . . 117 Key Terms and Concepts: BSP and CSG . . . 117 Brush Types . . . 118 The Red Builder Brush. . . 118 Additive Brushes . . . 118 Subtractive Brushes . . . 120 A Quick Word on Building. . . 120 Cleaning BSP Materials . . . 21 Working with Brushes . . . 124 Additive and Subtractive Levels. . . 124 The Almighty Drag Grid . . . 124 Moving with Pivots . . . 125 Brush Order . . . 125 Building to the Proper Scale . . . 126 Primitives . . . 127 Cube . . . 127 Cone . . . 128 Cylinder . . . 128 Sheet . . . 130 Tetrahedron (Sphere) . . . 130 Curved Staircase . . . 130 Linear Staircase . . . 132 Spiral Staircase . . . 132 Volumetric . . . 133 Boolean Operations . . . 134 Intersect Tool. . . 134 De-Intersect Tool . . . 135 Brush Solidity. . . 135 Solid . . . 136 Semi-Solid. . . 136 Non-Solid . . . 136 Brush Manipulation . . . 137 Geometry Mode . . . 137 Selection Modes . . . 138 Toggle Modifier Window . . . 141 Working with Shadows. . . 164 CHAPTER 5: Static Meshes. . . 169 The Importance of Static Meshes. . . 169 Static Mesh Workflow Overview . . . 170 UV Texture Coordinates . . . 185 Considerations When Creating UV Layouts . . . 193 Creating Textures . . . 195 Importing Static Meshes. . . 197 Using the Static Mesh Editor . . . 200 Collisions . . . 202 Creating Custom Collisions. . . 205 Placing Static Meshes. . . 213 Static Meshes and Shadows. . . 216 CHAPTER 6: Introduction to Materials. . . 221 What Is a Material? . . . 222 Materials vs. Textures. . . . . 223 Texture Coordinates (UVs). . . . 223 Material Instructions. . . 224 Thinking About Color in Unreal. . . 225 A Quick Word on Lighting. . . 226 Anatomy of a Material . . . 226 Material Nodes . . . 227 Material Channels . . . 232 Material Expressions. . . 239 The Available Material Expressions. . . 244 Material Expressions List. . . 244 Parameter Expressions. . . 262 Material Creation. . . 264 Surface Properties . . . 274 The Surface Properties Dialog. . . 275 CHAPTER 7: Introduction to Lighting . . . 357 Light Placement. . . . 358 A Word on Building Lights. . . 358 Lighting Concepts . . . 375 Light Maps and Shadow Maps. . . 375 Static and Dynamic Lighting . . . 376 Per-Vertex Lighting and Lighting Subdivisions. . . 377 Types of Lights. . . 378 Toggleable Lights. . . 378 Moveable Lights . . . 378 Point Lights. . . 379 Spotlights . . . 380 Directional Lights. . . . 382 SkyLights. . . 382 Pickup Lights. . . 384 Light Properties . . . 387 General Properties. . . 387 Exclusive SpotLight Properties. . . 389 Exclusive DirectionalLight Properties. . . 389 Exclusive SkyLight Properties . . . 389 Lighting Channels . . . 390 Lighting Volumes . . . 394 Shadows . . . . . 394 Precomputed Shadows (Shadow Maps). . . . 395 Shadow Buffer Shadows . . . 396 Shadow Volume Shadows . . . 396 Shadow Modulation . . . 398 Light Environments . . . 405 Light Functions . . . 410 Workflow Tips . . . 415 CHAPTER 8: Terrain. . . 417 What Is Terrain? . . . 417 Accessing Terrain . . . 419 Terrain Anatomy and Properties . . . 427 Terrain Anatomy (Terminology) . . . 427 Terrain Properties . . . 428 TerrainMaterials and Layers . . . 433 TerrainMaterial Properties. . . 433 Terrain Layers . . . 434 Terrain Editor Dialog. . . 449 The Terrain Editing Dialog Interface Overview. . . 449 Terrain Editing Tools. . . 459 Decorating Your Terrain: Foliage and DecoLayers. . . 483 Foliage. . . 484 DecoLayers. . . 488 Terrain Workflow Considerations . . . 494 CHAPTER 9: Introduction to Unreal Kismet . . . 497 Kismet: The Big Picture. . . 497 Accessing Kismet . . . 498 Anatomy of a Sequence Object . . . 506 Types of Sequence Objects . . . 508 Events . . . 508 Actions . . . 509 Variables . . . 509 Conditions . . . 510 Matinee . . . 512 Kismet Sequence Flow . . . 512 Simple Kismet Sequences . . . 526 Commenting Kismet Sequences . . . 535 Intermediate Kismet Sequences . . . 536 CHAPTER 10: Unreal Matinee. . . 615 What Is Matinee? . . . 615 Matinee Terminology . . . 616 Accessing Matinee . . . 636 The Matinee Sequence Object . . . 636 Inputs . . . 637 Outputs. . . . 638 Variable Links . . . 638 Properties . . . 638 Matinee Data Object. . . 640 InterpActors . . . 641 Mover Kismet Event . . . 641 The Matinee Editor . . . 643 Toolbar . . . 644 Curve Editor . . . 644 Group/Track List . . . 644 Timeline . . . 645 Properties . . . 646 Types of Tracks. . . 647 Anim Control . . . 647 Color Property . . . 648 Event . . . 648 FaceFX . . . 648 Float Material Param. . . 648 Float Particle Param. . . 649 Float Property . . . 649 Morph Weight. . . 649 Movement. . . 649 SkelControl Scale . . . 650 Sound . . . 650 Effects Toggle . . . 651 Vector Material Param. . . . 651 Vector Property . . . 651 Director Group-Specific Tracks . . . 651 Matinee Considerations . . . 652 CHAPTER 11: Level Optimization . . . 705 General Optimization. . . 705 Understanding Overhead . . . 706 In-Game Performance Diagnostics . . . 706 Occlusion . . . 717 CullDistance and CullDistanceVolumes . . . 718 Levels of Detail . . . 719 Optimizing Lights and Shadows . . . 719 Light Maps . . . 719 Light Environments. . . 720 Light Functions . . . 720 Casting Light onto Unlit Materials . . . 720 The Primitive Stats Browser. . . 721 Dynamic Shadows and the Dynamic Shadow Stats Browser . . . 722 Material Optimization . . . 725 Multiple Materials per Object . . . 726 Material Instructions. . . 726 Unlit Translucency . . . 727 CHAPTER 12: Level Streaming. . . 731 Level Streaming Benefits. . . 732 Testing Level Streaming . . . 733 Streaming Methods . . . 733 Persistent Levels Versus Streaming Levels . . . 733 The Level Browser and Scene Manager . . . 734 Map Changing . . . 736 Level Streaming via Kismet. . . 757 Level Streaming via LevelStreamingVolumes. . . 758 Level Streaming via Distance. . . 767 Troubleshooting . . . 777 Level Streaming Considerations . . . 777 APPENDIX A: The Unreal Editor User's Guide. . . 779 The Main Menubar . . . 779 The Toolbar . . . 781 File Options . . . 781 Undo and Redo . . . 782 Far Clipping Plane Distance . . . 782 Transform Tools . . . 782 Search for Actor . . . 783 Toggle Fullscreen . . . 783 Cut, Copy, and Paste . . . 783 Generic Browser . . . 783 Kismet . . . 783 Toggle Brush Polys . . . 783 Toggle Prefab Lock . . . 783 Use Curves Button . . . 783 Enable/Disable Socket Snapping. . . 783 Building . . . 784 Play Level Area . . . 784 The Toolbox . . . 785 Camera and Utilities Area . . . 785 Brush Primitives Area . . . 786 CSG Operations Area . . . 792 Additional Brushes Area . . . 793 Selections Area . . . 794 The Viewports . . . 795 Navigation . . . 796 Viewport Controls. . . 797 Viewport Toolbar . . . 798 Viewport Context Menu. . . 802 The Console Bar . . . 804 Command Line . . . 805 Selection Status . . . 805 Transform Status . . . 805 DrawScale Numeric Fields . . . 805 Drag Grid . . . 805 Rotation Grid . . . 805 Scale Grid . . . 806 AutoSave . . . 806 Browsers . . . 806 Generic Browser. . . 806 Actor Classes Browser. . . 811 Groups Browser . . . 813 Level Browser . . . 815 Referenced Assets Browser . . . 816 Primitive Stats Browser . . . 818 Dynamic Shadow Stats Browser. . . 819 Scene Manager . . . 820 Log . . . 822 Editors . . . 823 Static Mesh Editor. . . 823 Material Editor. . . 824 Kismet Visual Scripting Editor. . . 824 Matinee Editor . . . 826 PhAT (Physics Asset Tool) Physics Editor. . . 826 Cascade Particle System Editor . . . 826 User Interface Scene Editor . . . 828 SoundCue Editor . . . 828 Post Process Manager . . . 828 AnimSet Editor . . . 830 AnimTree Editor. . . 830 Search for Actors . . . 831 Property Windows . . . 832 Actor Properties . . . 832 Surface Properties . . . 833 APPENDIX B: The Curve Editor. . . 835 Animation Curves . . . 836 Controlling Interpolation Curves . . . 838 Auto . . . 839 User . . . 840 Break. . . . 840 Linear. . . 840 Constant . . . 842 Curve Editor Interface. . . 842 Curve Editor Toolbar. . . 842 Curve Editor Curve Key List. . . 844 Curve Editor Graph View . . . 846 Preset Curves . . . 847 Available Preset Curve Settings. . . 848 Index. . . 851

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