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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

Emissive lighting


This scene reproduces the Cornell box commonly used for CG rendered lighting tests and exploration. In this case, rather than use light actors in the scene, we'll see how far we can get by just using the Emissive property of a Material assigned to a BSP in the scene. There are numerous cases where this would be a good way to go; it all boils down to being able to get realistic dispersion of light around the form of the light source. If your light is a cable or tube, or is enclosed (as shown next) then it is inefficient, and sometimes difficult, to manage several PointLights spread around the area.

Getting ready

Load the provided map Packt_08_CornellEmissive_Start.UDK. There are two BSP boxes in the scene and a PlayerStart actor.

How to do it...

  1. Select the BSP floor surface, right-click, and choose Select Surfaces | All Matching Brush (Shift + B).

  2. In the Material Editor, highlight the Material Packt.Material.Packt_CornellBase and then right-click in the editor and choose Apply...

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