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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

Making animated textures using particle systems


Particles generally render onto sprites, or cards, or little XY planes. This makes them great as sources for animated textures, which are usually square too. It's sometimes cheaper to render particles to a texture and place the texture in the scene instead of an expensive emitter. We've seen in the second recipe in this chapter that we can use the SubUV of a texture to have frame based animation within a particle system. This time we're going to capture a particle system playing to a video file, and process it back in as a texture card. In the texture import process we can set a special texture type called a FlipBook that will let us cycle the SubUV tiles of a texture just like we can in Cascade, but in the Material Editor. This will allow us to use the particles as a texture to moderate other texture components. Examples where this might be used in a real game are numerous. The effect created in this lesson looks like a turbulent foam. It...

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