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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
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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

Ensuring shadows work with translucent or alpha based materials


Alpha channels are often used to control opacity (of leaves, hair, dirt in windows, or decals). The use of a simple square card, or sprite, to render the complexity of a leaf or a tuft of fur is highly efficient. Getting a 'hair' shadow off a card with translucency isn't hard but there are some limitations to be aware of in UDK, particularly to do with whether you are rendering a shadow off of a moving or static object, or if you want to have moving lights in the scene. Light from Material Emissive channels doesn't really give a detailed result when casting shadows derived from a Texture Sample node's Alpha output. Light from the DominantDirectionalLight type also won't readily produce a good alpha shadow because it must be masked.

To make the translucent Materials cast dynamic shadows as masked Materials, set the Material's Cast Lit Translucency Shadow As Masked property to true and set the Opacity Mask Material parameter

—UDN...

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