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Unreal Development Kit Game Design Cookbook

You're reading from   Unreal Development Kit Game Design Cookbook Over 100 recipes to accelerate the process of learning game design with UDK book and ebook.

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Product type Paperback
Published in Feb 2012
Publisher Packt
ISBN-13 9781849691802
Length 544 pages
Edition 1st Edition
Tools
Concepts
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Author (1):
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Thomas Mooney Thomas Mooney
Author Profile Icon Thomas Mooney
Thomas Mooney
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Toc

Table of Contents (17) Chapters Close

Unreal Development Kit Game Design Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1. Heads Up—UDK Interface Essentials 2. Notes From an Unreal World—Constructing Game World Elements FREE CHAPTER 3. It Lives!—Character Setup and Animation 4. Got Your Wires Crossed?—Visual Scripting of Gameplay in Kismet 5. It Is Your Destiny!—Scripting Complex Gameplay Flow in Kismet 6. Under The Hood—Configuration and Handy Tweaks for UDK 7. Hi, I'm Eye Candy!—Ways to Create and Use Particle Effects 8. Then There Was Light!—Manipulating Level Light and Shadows 9. The Devil Is In The Details!—Making the Most of Materials 10. The Way Of The Flash UI—Scaleform, CLIK, and Flash Interfaces Index

Making a holographic effect using Bump Offset


Bump Offset provides us with a way of doing a stacked effect within a Material so that the Material doesn't appear completely flat. It projects content based on a height value to simulate displacement. It is really good for enhancing bumpy surfaces like courtyard cobble stones. Still, on top of this, we can offset different elements in a Material so they float, or appear to, which can form the basis for a convincing holographic image.

Getting ready

The artwork for the texture is already provided. It is worth looking at the construction of it in Photoshop first. Open up MaskRGBA_DEMO.PSD and got to the menu Window | Channels.

Each channel includes a distinct image in black and white. UDK can access the channels of a texture individually, and this is really handy for mask usage, since masks are usually a single channel. The image also includes an Alpha, which is really just an additional channel. The 512x512 image has to be saved as a .TGA in 32bit...

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