Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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.

Arrow left icon
Product type Paperback
Published in Feb 2012
Publisher Packt
ISBN-13 9781849691802
Length 544 pages
Edition 1st Edition
Tools
Concepts
Arrow right icon
Author (1):
Arrow left icon
Thomas Mooney Thomas Mooney
Author Profile Icon Thomas Mooney
Thomas Mooney
Arrow right icon
View More author details
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

Introduction


The Material Editor is easy to get a hang of in terms of provisioning the Diffuse, Normal, Specular, Opacity, and Emissive features of a model asset, but UDK's editor offers far more functionality than just loading up and controlling imported textures. In particular, a range of nodes access the scene itself. You can call on the scene lighting, distance of pixels from the camera, the reflection for a given surface normal, and you can even drive Materials in the scene through Scalar parameters in your code. In many of the recipes so far we have already discussed the everyday operators that you can use in the Material Editor, from Fresnel Falloff to FlipBooks. Here, we're going to focus mainly on the more difficult, but equally useful scene driven operators (and a few others that we haven't touched on so far).

From UDK versions after September 2011, a new ease of use feature has been added to the Material Editor. Material Functions are encapsulated fragments of commonly used operations...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image