更新时间:2021-04-02 18:45:54
封面
版权信息
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
Chapter 3. Applying Lighting Effects
Directional lights
Point lights
Spotlights
Skylights
Time for action – different types of light
Time for action – lightmaps
Time for action – adjusting lightmaps on CSG surfaces
Time for action – lightmaps on static meshes
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
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
Chapter 6. Terrain
Time for action – your first terrain
Time for action – applying materials
Time for action – light mapping
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
Chapter 8. Complex Event Sequences
Time for action – a simple sequence
Time for action – basic UIScene
Time for action – basic cut scene
Chapter 9. Materials
What is a material?
Time for action – creating a new material
Time for action – adding textures to a material