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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

Creating a scanning effect


This recipe continues on from the previous one. Open the scene Packt_09_DepthBiased_Start.UDK. You will see a large pool and an enclosed passageway, both filled with objects. What we're interested in is the Material for the energy field in the passageway. It should sweep over the objects (as it's already animated in a Matinee). When the surface touches an object, we're going to make the surface of the energy field glow where contact occurs.

How to do it...

  1. In the Content Browser, right-click and choose New Material. Call it Yourfolder.Material.DepthScanner. In the passageway in the scene, select the Mover that goes back and forth (InterpActor_0). Apply your new Material to it.

  2. Open the Material. Set its Lighting Model to MLM_Unlit and its Blend Mode to BLEND_Translucent.

  3. Hold L and click to add a Lerp; name it Emissive. Hook this Lerp up to the Material's Emissive channel.

  4. Hold 3, click to add a Constant 3 Vector, and set it to R = 20, G = 1, B = 1. This serves as the...

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