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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
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Thomas Mooney
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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

Adjusting shadows through light environments


We mentioned that there are three main light types in UDK: an Emissive component, static and dynamic light actors , and a Light Environment. Light Environments apply to InterpActors, RigidBody actors, and SkeletalMeshes. Every InterpActor (aka Mover) and KActor (aka RigidBody) has a dynamic light environment by default. Light environments provide level designers with an automated way of controlling dynamic lighting by approximating the effect of relevant static lights. With that in mind, this recipe gives a guided tour of light environment staging in a scene so a SkeletalMesh can be lit dynamically in a way that reduces harsh shadows.

Getting ready

Load the provided map Packt_08_LightEnvironment_Start.UDK. This scene shows a small enclosure with a DominantDirectionalLight (Sun), a Skydome, and some weak fill lights. The next screenshot shows the scene, and the XYZ axis is the location of the DominantDirectionalLight as it shines along its X axis...

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