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Unreal Development Kit Game Design Cookbook
Unreal Development Kit Game Design Cookbook

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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Profile Icon Thomas Mooney
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S$82.99
Full star icon Full star icon Full star icon Full star icon Half star icon 4.1 (7 Ratings)
Paperback Feb 2012 544 pages 1st Edition
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Arrow left icon
Profile Icon Thomas Mooney
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S$82.99
Full star icon Full star icon Full star icon Full star icon Half star icon 4.1 (7 Ratings)
Paperback Feb 2012 544 pages 1st Edition
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Unreal Development Kit Game Design Cookbook

Chapter 2. Notes From an Unreal World—Constructing Game World Elements

In this chapter, you'll find essential lessons covering principle features of UDK:

  • How to handle BSP geometry

  • Building a hollow room

  • Adjusting surface properties of BSP

  • Generating a Volume from the BSP brush

  • Handling StaticMesh actors in the scene

  • Setting collision in the Static Mesh Editor

  • Creating Terrain, Deco Layers, and Material Layers

  • Creating a Landscape

  • Scattering meshes on Landscape using Foliage

  • Creating a steamy plume in Cascade

Introduction


In Chapter 1, Heads Up, we ripped through getting started with UDK, establishing a scene, using the Content Browser to build and package a level or map, albeit in a bare bones fashion. Now let's look at actual environment features. To begin developing a scene, we need a geometry modeling tool (BSP), a method of terrain editing (for which UDK now has two). Also, while covering these basics, it's a good point to introduce other content generation tools that UDK provides, such as the scattering tool Foliage, and the particle creation tool Cascade.

How to handle BSP geometry


BSP stands for Binary Space Partition. BSP allows you to quickly create and lay out surfaces such as floors, walls, and ceilings which are lined up with each other without having to worry about using any other software. BSP helps you in the design stage, and generally geometry made with BSP can later be replaced by more efficient, more detailed StaticMesh assets. But besides being a modeling tool, BSP can be used to do a lot more, like serve as triggers, lighting volumes, and collision. We'll look at how to generate BSP and how to convert it to a StaticMesh and to a Volume.

Getting ready

Open a Blank Map from the UDK templates. Make sure you follow these steps:

  1. Go to Viewport Options [ ] (which appears in the upper corner of each viewport) and choose Show | Use Defaults. If you ever hide scene elements accidentally and get lost, restore them by using Show | Use Defaults.
  2. In the main menu choose View | Viewport Configuration | 2x2 split.

  3. In the perspective viewport...

Building a hollow room


You may have noticed there are more BSP brush creation options than we've discussed. A useful one is to create a hollow BSP with a preset thickness. This allows us to quickly create interiors.

How to do it...

  1. Start a new scene and right click the BSP cube brush icon [ ] and set it to something like 512 x 512 x 512 and set the Wall Thickness setting to 64.
  2. Click on the tick box for Hollow. If for some reason you can't find your brush in the scene click the Go To Builder Brush icon on the left-hand side of the editor.

  3. Press CSG Add [ ] or Ctrl + A.
  4. Turn on Unlit mode (so you can see inside the hollow box) by pressing Alt + 3.

  5. Drive the camera inside the geometry.

  6. Hold down L and click on a surface inside the box. Drag the resulting light up a bit, so it lights the scene well. Turn on Lit mode by pressing Alt + 4.

Placing imagery on BSP geometry

  1. Let's assign a Material to the geometry. Select a surface of one of the wall surfaces visible in the perspective viewport and...

Adjusting surface properties of BSP


Once you have applied a Material to a BSP surface, you may want to resize or shift it on the selected surface. This can be done directly in Texture Alignment Mode (Shift + F4) which is slightly clumsy, or through the menu View/Surface Properties Editor (F5).

How to do it...

  1. Create a Hollow BSP room, as in the last recipe, and assign a Material to the entire brush from the browser. Select the interior floor, which should tint purple. Give it a unique Material.

  2. Press F5 and notice the window which pops up. This includes Pan UV, Rotation, Scaling, and UV Tiling parameters, shown below. Try panning the texture 4 units horizontally (which is the U value) and 16 vertically (which is the V value). Use Shift when clicking Pan UV buttons to reverse the direction. You can also press Custom and enter a negative number to do this. Experiment with Scaling too. To scale in the Surface Properties Editor use the UV tiling Options. Note the requirement to press Apply to see...

Generating volume from the BSP brush


The BSP brush can be used to generate volumes that cover functionality like defining a spatial zone for something to happen (or not happen) inside. In later chapters we'll be using all kinds of volumes. For now let's choose a simple one, a PostProcess Volume. This volume type effects the coloration and focus of the image seen by the camera. The use of a volume provides a boundary for the effect.

How to do it...

  1. Create a new scene and create a hollow cube, as above, with a pointlight inside it (hold L and click on an interior surface). The repetitive start for the last few recipes will help you get faster at this common process.

  2. Highlight and apply any likely wall Materials from the Content Browser using Apply Material as we did before. You can copy Materials from one surface to another using right-click and choosing Copy then Paste.

  3. Duplicate this room alongside itself by selecting it in the Top viewport and then hold down ALT and move it until the outer...

Handling StaticMesh actors in the scene


StaticMesh actors are the meshed geometry in the scene used by designers to represent fixed environment components. A large library of these comes with the content provided by Epic Games in UDK. In this recipe we'll look at ways to bring that content into the scene, shift it around and adjust it, and make sure that lining it up with other content is no problem. We'll also look at converting a StaticMesh for other uses. In the previous recipe we set up a small scene just using BSP elements. This time we'll only use meshes from the Browser.

How to do it...

  1. Open the Content Browser (Ctrl + Shift + F). In the Packages List, make sure UDKGame is the selected folder. You can click on it to expand the sub-folders it contains.

  2. Click on the Object Type filter for Static Meshes and, under Tags, click on Building.

  3. Scroll down the assets (or type in the search field) to find S_NEC_Roofs_SM_Tiled_Solid.

  4. Drag this into the perspective viewport. While it is selected,...

Setting collision in the Static Mesh Editor


When you convert BSP to a StaticMesh, and when you import a new model from an external source, the mesh will have no collision calculated. UDK provides an easy way to automatically generate collision geometry for imported StaticMesh assets. Collision geometry can be calculated from the actual mesh, but that is seldom efficient. It is better to use a proxy mesh with far fewer polygons, encasing the visible model. Instead of bumping into the visible model while playing, you'd instead be bumping into the low res collision model linked to it. Without collision you'd run right through the model, though that may be desirable for some models, such as grass, flowers, the canopies of trees, and things that would otherwise be troublesome to snag against when moving.

How to do it...

  1. For the base meshes that come with UDK, it isn't a good idea to try changing them. However, you can Create a Copy and edit that instead.

  2. In a new scene, open the Content Browser...

Creating Terrain, Deco Layers, and Material Layers


This recipe covers the basics of adding a Terrain to your scene, and shows how StaticMesh actors can be distributed over its surface. We also look at brushes that can touch up the HeightMap to support meshes on the deco layer, and then improve the look of the terrain's surface by adding decals. We don't cover everything involved in terrain editing, since you can probably make your own inroads after doing this example. Also, the Terrain tool is somewhat overshadowed by the newer Landscape tool, and its accompanying addition Foliage which takes over the role of Deco Layers. Still, both tools are powerful. A terrain can even be converted into a landscape later on.

How to do it...

  1. Create a new Blank Map and go to the main menu and choose Tools | New Terrain. Give it dimensions of 32 x 32.

  2. In the Content Browser, highlight the Material M_ASC_Floor_BSP_Tile01.

  3. Enter Terrain Editing Mode (Shift + 3). Right-click in the space below the HeightMap...

Creating a Landscape


This recipe covers the basics of making a Landscape, which is a newer alternative to using the Terrain tool. It features a more painterly tool set, and can also import Heightmaps from software such as Vue or Terragen. Heightmaps are black and white textures where light tones influence a surface to push it upwards, and darker tones effect it less. Our goals will be to model a simple Landscape asset, and paint texture layers on it. Afterward, we'll scatter trees and rocks across it using the Foliage tool (which isn't limited to foliage).

Getting ready

Open UDK fresh, and from the File | New menu load the map template Midday Lighting. You may want to read about the technological basis for the Landscape tool at http://udn.epicgames.com/Three/Landscape.html.

How to do it...

Generating a Landscape asset:

  1. To open Landscape Mode, click the icon which resembles a mountain with an L on it, shown here. Above it, the other icon with a mountain is for Terrain.

  2. The Landscape Edit dialog...

Scattering meshes on a Landscape using the Foliage tool


Foliage Mode extends the Landscape tools, and sits alongside Landscape Mode in the editor. In this recipe we'll scatter rock meshes on a Landscape surface, since the Foliage tool, while great for making forests and grass, is not limited to just that.

Getting ready

Open the file Packt_01_Foliage_Start.UDK. This extends from the previous example.

How to do it...

  1. Press Foliage Mode, shown on the right-hand side in the previous image. Then press Ctrl + Shift + F and in the Browser search for rock to expose StaticMesh assets of that type (although you can use whatever meshes you like).

  2. In the Foliage dialog there is an area, Meshes, to drop assets to be used. You can drag in several.

  3. The meshes will appear there and each will have parameters for setting scale, count, and angle when brushed. They can also be assigned to separate layers in the Landscape using existing Parameter Names (such as first, second, third).

  4. There are three icons that allow...

Creating a steamy plume in Cascade


The goal of this chapter has been to overview a broad spectrum of the UDK content generation tools, so now we jump to a new area, particle effects. In the first chapter we created an asset which was an empty particle system, aiming to show how its package would be created and saved, but having left it at that it would be good to flesh it out. So we'll look a little deeper into Cascade and create a steamy plume which can be applied in a scene as a set dressing. This recipe is a quick guide to the essentials. We will deal with advanced Cascade challenges in Chapter 7, Hi, I'm Eye Candy!

How to do it...

  1. Create a Blank Map and, in the Content Browser, select your package folder. If you haven't created one, just click on New Packages. You'll be prompted for a package save location later. Right-click in the assets panel and choose New Particle System. Make the Group name of the Particle System Cascade and the asset name SmokePlume. The Unreal Cascade Editor will...

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Key benefits

  • An intermediate, fast-paced UDK guide for game artists
  • The quickest way to face the challenges of game design with UDK
  • All the necessary steps to get your artwork up and running in game
  • Part of Packt's Cookbook series: Each recipe is a carefully organized sequence of instructions to complete the task as efficiently as possible

Description

UDK is a free, world class game editing tool and being so powerful it can be daunting to learn. This guide offers an excellent set of targeted recipes to help game artists get up to speed with game designing in UDK.Unreal Development Kit Game Design Cookbook contains everything you need to jumpstart your game design efforts. The lessons are aimed squarely at the artist's field of production, with recipes on asset handling, creating content within the editor, animation and visual scripting to get the content working in gameplay.Unreal Game Development Kit Game Design Cookbook exposes how real-time environments are built using UDK tools. Key features are examined ñ assets, animation, light, materials, game controls, user interface, special effects, and game interactivity - with the view of making UDK technically accessible so users can transcend technique and focus on their creative design process. The book has well prepared recipes for level designers and artists of all levels. It covers core design tools and processes in the editor, particularly setting up characters, UI approaches, configuration and scripting gameplay. It is a technical guide that allows game artists to go beyond just creating assets, and it includes creative, extensive demonstrations that extend on mere functionality.

Who is this book for?

This book is meant for game artists who are getting used to UDK but may feel the need for guidance on matters of implementation. It also targets brave beginners who are struggling to find an all in one package for getting started with UDK, and want a ready to hand reference. Level designers can use this book to gauge their understanding of the editor, check for specific problems, and discover gems they may not have come across before.

What you will learn

  • Insights on essential editor functionality
  • Handling of custom assets
  • Assigning properties to level content
  • Determining the best approach to lighting
  • Setting up custom character assets
  • Implementing classes that handle your character s behavior
  • Required steps to configure UDK to work well for your game
  • The functionality of Kismet to drive events and actions
  • Ways to use Cascade to create impressive visual effects
  • The essentials of UI design with Scaleform and Flash
  • Handling of material editor networks
  • Ways to introduce animation into your level design
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Publication date : Feb 22, 2012
Length: 544 pages
Edition : 1st
Language : English
ISBN-13 : 9781849691802
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Length: 544 pages
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ISBN-13 : 9781849691802
Vendor :
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Concepts :
Tools :

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Table of Contents

10 Chapters
Heads Up—UDK Interface Essentials Chevron down icon Chevron up icon
Notes From an Unreal World—Constructing Game World Elements Chevron down icon Chevron up icon
It Lives!—Character Setup and Animation Chevron down icon Chevron up icon
Got Your Wires Crossed?—Visual Scripting of Gameplay in Kismet Chevron down icon Chevron up icon
It Is Your Destiny!—Scripting Complex Gameplay Flow in Kismet Chevron down icon Chevron up icon
Under The Hood—Configuration and Handy Tweaks for UDK Chevron down icon Chevron up icon
Hi, I'm Eye Candy!—Ways to Create and Use Particle Effects Chevron down icon Chevron up icon
Then There Was Light!—Manipulating Level Light and Shadows Chevron down icon Chevron up icon
The Devil Is In The Details!—Making the Most of Materials Chevron down icon Chevron up icon
The Way Of The Flash UI—Scaleform, CLIK, and Flash Interfaces Chevron down icon Chevron up icon

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Michael Apr 09, 2014
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Was mir an der "Cookbook" Reihe von Packt Publishing besonders gefällt, sind die wirklich für die Arbeit relevanten kleinen Tips und Tricks. Man spürt die Erfahrung der Autoren durchaus an. Die beinhalteten "Rezepte" decken sehr viele Aspekte der Spieleentwicklung mit UDK ab und sind auch ausführlich genug beschrieben und können einfach nachvollzogen werden.Der Druck ist ist in Schwarzweiss, qualitativ zwar okay aber nicht top. Die Bindung ist auch okay, das Buch hält trotz intensiver Nutzung noch gut zusammen.Notabene: Vor Kurzem ist die Unreal Engine 4 erschienen. Die Änderungen von UE3 auf UE4 sind sehr substantiell, daher würde ich allen welche mit UE4 liebäugeln anraten ein Udpate des Buches auf UE4 abzuwarten.
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C. Moeller May 29, 2012
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This book contains many recipes for actions you will want to do, while working with the UDK. The books encompasses recipes on everything from installing the UDK, working with BSP's, importing and using your 3d models and animations into the UDK, and using Kismet for visual scripting, as well as much more.I would recommend this book for someone who has experience using the UDK, but would recommend looking through the table of contents to see everything the book covers, for recipes they would be interested in. There is a lot of good information, which can help bring extra details and polish to your UDK projects.
Amazon Verified review Amazon
B-Train Jun 02, 2012
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There are are hundreds if not thousands of tutorials, forums, and other materials already online about getting started with map and level design in UDK. So, while Thomas Mooney's Unreal Development Kit Game Design Cookbook (Packt Publ. 2012) does cover the fundamentals very well, I believe it is best used by developers who are already comfortable with the basics, and are looking to make rapid progress in their abilities, or someone who has a specific requirement for a complex effect or feature. The solutions provided in the book give a great deal of summary information though, and create many opportunities to improve and increase developers' UDK skills through further exploration or experimentation with the advanced concepts presented.There are excellent step by step instructions for not only the fundamentals, but also sections on multiple complex effects and outcomes for lighting, materials, particles in Cascade, and visual scripting with Kismet, plus a badly needed comprehensive section on character setup and animation. (Alone, the translucent and transparent materials effects presented should serve to bring up the visual quality of UDK maps quite dramatically for an entire generation of young devs.) The use of third party software in conjunction with UDK provides many more capabilities, and Mooney does a great job with in-depth coverage of the process of working with Flash and Scaleform for UI.Beyond that, the book further expands the flexibility of execution of these techniques by referencing other tutorials and resources from developers besides the author. Also at the end of the text are URLs for more than half a dozen additional downloadable recipes online. There is also a comprehensive index in the back that allows the reader to quickly and easily find or return to the sections they need.I didn't finish every recipe in the book yet, and I came to this book with a few years experience in Unreal, but the updates and changes over the years make it difficult for the casual developer, or someone who's been away from it for awhile, to keep in step with all the versions and revisions. So I've been waiting for a book like this, as a source I can turn to for clear-cut descriptions and processes of the newer UDK development tools and techniques.The cover price for the eBook version is very reasonable and the February 2012 release date means the content is still fresh and timely. All in all, this is an excellent value for developers that are frustrated with hunting through forums and blogs, and need to take their skills to the next level.
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davidlom May 30, 2012
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i'm fully satisfied with this purchase.nice and clear examples.good for beginners to intermediates.highly recommending for everyone who's interested in UDK GameDev.
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Heleen Durston Jul 13, 2012
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I am a big fan of the UDK engine and while this book is not for complete beginners, it definitely helps to gel what I have learned in tutorials. The book provides pertinent information on the SDK and helps you to understand not only laying out a level; but how to use Kismet to make things work.
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Add one extra business day for deliveries to Northern Ireland and Scottish Highlands and islands

EU:

Premium: Trackable delivery to most EU destinations within 4-9 business days.

Australia:

Economy: Can deliver to P. O. Boxes and private residences.
Trackable service with delivery to addresses in Australia only.
Delivery time ranges from 7-9 business days for VIC and 8-10 business days for Interstate metro
Delivery time is up to 15 business days for remote areas of WA, NT & QLD.

Premium: Delivery to addresses in Australia only
Trackable delivery to most P. O. Boxes and private residences in Australia within 4-5 days based on the distance to a destination following dispatch.

India:

Premium: Delivery to most Indian addresses within 5-6 business days

Rest of the World:

Premium: Countries in the American continent: Trackable delivery to most countries within 4-7 business days

Asia:

Premium: Delivery to most Asian addresses within 5-9 business days

Disclaimer:
All orders received before 5 PM U.K time would start printing from the next business day. So the estimated delivery times start from the next day as well. Orders received after 5 PM U.K time (in our internal systems) on a business day or anytime on the weekend will begin printing the second to next business day. For example, an order placed at 11 AM today will begin printing tomorrow, whereas an order placed at 9 PM tonight will begin printing the day after tomorrow.


Unfortunately, due to several restrictions, we are unable to ship to the following countries:

  1. Afghanistan
  2. American Samoa
  3. Belarus
  4. Brunei Darussalam
  5. Central African Republic
  6. The Democratic Republic of Congo
  7. Eritrea
  8. Guinea-bissau
  9. Iran
  10. Lebanon
  11. Libiya Arab Jamahriya
  12. Somalia
  13. Sudan
  14. Russian Federation
  15. Syrian Arab Republic
  16. Ukraine
  17. Venezuela