Mastering Unreal Technology : The Art of Level Design

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Format: Paperback w/CD
Pub. Date: 2005-01-01
Publisher(s): Sams
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Summary

Let your imagination run wild in the world of Unreal Technology.Mastering Unreal Technology: The Art of Level Designknows no boundaries as it shows you how to build custom mods, maps and levels with the Unreal engine. Its tutorial format will give you immediate results through the tips and demos provided from the industry's top level designers. Learn to create your own characters, weapons and gaming environments, as well as how to go beyond the Unreal environment and export custom elements from 3D modeling applications. A CD that contains the Unreal Engine, graphics, examples and code is also included, giving you everything you need to create custom levels in Unreal or build your own games and virtual environments. Mastering Unreal Technology will help put you on the cutting-edge of gaming technology.

Table of Contents

Introduction 1(6)
Part I: The Unreal Universe
Unreal Technology: The Big Picture
7(22)
Unreal and Its History
8(3)
The Unreal Engine
11(6)
Introduction to the Unreal Engine
11(1)
The Components
11(4)
Overview of Component Interaction
15(2)
Engineering New Worlds with the Unreal Engine
17(10)
Game Assets
17(4)
The Tools
21(6)
Summary
27(2)
The Process of Game Development
29(18)
Building Your Foundation: Before Production
30(10)
Developing Your Idea
30(2)
The Player's Perspective
32(3)
Gathering the Team
35(4)
Refining Your Ideas with the Team
39(1)
Creating a Production Schedule
40(1)
Beginning Construction: During Production
40(2)
Maintaining the Schedule
41(1)
Dealing with Delays
41(1)
Bringing It Together
41(1)
Testing and Acquiring Feedback
42(1)
Internal Testing: Alpha
42(1)
External Testing: Beta
43(1)
Remodeling and Closing: Ending Production
43(2)
What to Do with Beta Test Info
43(1)
When to Stop Beta Testing
44(1)
Finalizing and Releasing
44(1)
Summary
45(2)
Creating Your First Level with UnrealEd
47(58)
What Is UnrealEd?
48(2)
The Subtractive Method of Level Creation
48(2)
Rebuilding
50(1)
The Anatomy of an Unreal Level
50(3)
World Geometry
50(1)
Actors
51(1)
Some Assembly Required
52(1)
A Quick Tour Around the User Interface
53(2)
The Main Menu Bar
53(1)
The Toolbar
53(1)
The Toolbox
53(1)
The Viewports
53(1)
The Console Bar
53(1)
The Browsers
53(1)
Property Windows
54(1)
Working in 3D Space
55(2)
2D Versus 3D
55(1)
Positive and Negative Directions
56(1)
Creating Your First Room
57(10)
Subtracting Out Space: How Tall?
58(4)
Brushes in Depth
62(2)
Navigation in UnrealEd
64(1)
Moving Actors
65(2)
Creating Your First Map
67(11)
Subtracting the First Room
68(1)
Adding Textures
69(3)
Texture Fitting
72(2)
Making the Level Functional
74(4)
Expanding the Level: Creating Objects and Adding Lights
78(15)
The Window and Hangar
78(15)
Adding Detail: Static Meshes
93(10)
The Static Mesh Browser
93(1)
Placing Static Meshes
94(7)
Decorating with Static Meshes
101(2)
Summary
103(2)
Advanced Brush Techniques
105(42)
BSP Theory
107(4)
Polygons
107(1)
BSP Trees
107(4)
Brushes from Other Brushes
111(4)
The Intersect Tool
111(2)
The De-Intersect Tool
113(2)
Brush Manipulation
115(10)
Vertex Editing
116(2)
Face Dragging
118(1)
Brush Clipping (2D and 3D)
118(7)
Freehand Polygon Drawing
125(2)
The 2D Shape Editor
127(12)
User Interface Overview
128(1)
Shape Editing
129(7)
Using the 2D Shape Editor to Create a Simple Level
136(3)
Brush Solidity
139(5)
Solid Brushes
139(3)
Semi-Solid Brushes
142(1)
Non-Solid Brushes
143(1)
Saving Brushes (u3d Files)
144(1)
Importing/Exporting Brushes
145(1)
Summary
145(2)
Terrain
147(58)
What Is Terrain?
148(1)
The Components of Terrain
148(2)
Terrain Zoning with the ZoneInfo Actor
148(1)
Using the TerrainInfo Actor
149(1)
Controlling Terrain with the Height Map
149(1)
Layers
150(1)
DecoLayers
151(1)
Altering Terrain with the Terrain Editing Dialog
151(6)
Lighting Terrains with Sunlight
157(2)
The Skybox
159(7)
What Are Skyboxes?
159(1)
How Does a Skybox Work?
160(6)
A Closer Look at Terrain Editing
166(19)
Terrain Editing User Interface
167(3)
Height Map Editing Tools
170(3)
The Select Tool
173(4)
Applying the Terrain Editing Tools
177(8)
TerrainInfo Properties
185(1)
Texture Layer Editing Tools
186(2)
Painting
186(1)
Smoothing
187(1)
Noise
187(1)
Tex Pan
187(1)
Tex Rotate
187(1)
Tex Scale
188(1)
Editing Terrain Texture
188(4)
DecoLayers
192(12)
Summary
204(1)
Working with Volumes
205(26)
Concept of Volumes
206(1)
Basic Volume
207(8)
Volume Properties
207(1)
DecoList
208(4)
BlockingVolume
212(3)
PhysicsVolume
215(14)
WaterVolume
218(6)
LavaVolume
224(2)
XFallingVolume
226(1)
LadderVolume
226(3)
Summary
229(2)
Lighting in Unreal
231(38)
Light Concepts
232(1)
Light Maps
232(1)
Light Placement
233(1)
Light Classification
233(1)
Static Lights
233(1)
Dynamic Lights
234(1)
Light Properties
234(7)
Light Color
234(1)
Light Radius
235(1)
Light Type and Light Effects
235(1)
Directional Lights
235(6)
Lighting Workflow
241(7)
Light Creation
241(1)
Viewing Lights
241(2)
Working with Light Effects
243(2)
Rebuilding Lights
245(2)
Light Map Size
247(1)
Lighting Surfaces
248(2)
World Geometry
248(1)
Static Meshes, Meshes, and Movers
249(1)
Terrain
249(1)
Particles
250(1)
Advanced Lighting Effects
250(10)
Scaling Lights
251(1)
Using SpecialLit
252(1)
Ambient Lighting
253(1)
Emitting Light from Other Actors
254(2)
Coronas
256(1)
Using a TriggerLight
257(3)
Projectors
260(5)
Using Projectors
261(4)
Common Lighting Pitfalls
265(2)
Summary
267(2)
Creating Materials in Unreal
269(48)
Textures
270(12)
Creating a Texture
271(5)
Importing a Texture
276(2)
The Texture Properties Window
278(1)
Texture Properties
279(3)
Shaders
282(6)
Diffuse and Specularity Maps
283(4)
Opacity Maps
287(1)
Self-Illumination Maps
287(1)
Other Properties
287(1)
Modifiers
288(8)
The Color Modifier
288(2)
The TexOscillator Modifier
290(1)
The TexPanner Modifier
291(1)
The TexRotator Modifier
292(1)
The TexScaler Modifier
293(1)
The Combiner Modifier
294(2)
Creating Reflective Surfaces with Cubemaps and TexEnvMaps
296(9)
Final Blend Material
305(2)
Using a ScriptedTexture
307(9)
Summary
316(1)
Interactive Elements
317(42)
Movers
317(5)
Creating the First Door
318(4)
Introduction to Triggers
322(3)
Creating a MessageTrigger
322(3)
Elevators
325(24)
A Simple Elevator: UseTrigger
325(4)
Complex Elevator Overview
329(20)
Jump Pads
349(4)
Teleporters
353(2)
Summary
355(4)
Part II: Advanced Design Techniques
Creating Particle Effects
359(42)
Particle Theory
360(1)
Emitter Types
361(1)
SpriteEmitter
361(21)
SparkEmitter
382(5)
MeshEmitter
387(2)
BeamEmitter
389(7)
TrailEmitter
396(3)
Summary
399(2)
The Karma Physics Engine
401(40)
Karma Theory
402(9)
General Karma Properties
404(6)
Karma Collision Primitives
410(1)
Constraints
411(12)
KBSJoint
411(4)
KConeLimit
415(3)
KHinge
418(5)
Ragdolls
423(2)
The Karma Authoring Tool (KAT)
425(15)
The KAT Interface
425(1)
Workspaces
426(1)
Viewports
427(13)
Summary
440(1)
Advanced Bot/AI Navigation
441(26)
Basics of Bot Navigation
442(6)
Design Considerations
447(1)
Tools for Debugging
448(2)
Diagnosing Problems with the Map Check Dialog Box
448(1)
Console Commands
449(1)
Pathing
450(11)
Jump Pads and Teleporters
450(1)
Jump Spots
450(5)
Doors
455(3)
Lifts
458(2)
Ladders
460(1)
Advanced Pathing
461(5)
AssaultPaths
461(3)
Defense Points and Sniping Points
464(2)
Vehicle Navigation
466(1)
Summary
466(1)
Matinee: Creating Custom Cinematics
467(38)
Introduction to the World of Machinima
468(1)
Overview of the Matinee System
469(2)
The Matinee Interface
471(3)
The Scenes Tab
472(1)
The Actions Tab
473(1)
The Sub Actions Tab
473(1)
The Tools Tab
474(1)
Creating a Simple Matinee Sequence
474(5)
Working with the Scene Manager
479(1)
Triggering the Matinee Sequence
480(2)
Controlling the Camera Path
482(6)
Creating Camera Pauses and Camera Cuts
488(2)
A Closer Look at Sub Actions
490(4)
Setting Camera Orientation
491(2)
Introducing Fades
493(1)
Using Matinee to Control Actors
494(2)
Adding Text to Your Cutscenes
496(3)
Adding a More Cinematic Feel
499(1)
Automatically Launching the Movie
500(1)
Changing Levels with Matinee
501(3)
Summary
504(1)
Creating Scripted Sequences
505(18)
Using an Actions List
506(13)
Using Latent and Non-latent Actions
506(8)
Controlling xPawns
514(5)
Logical Conditions
519(3)
Summary
522(1)
Level Optimization (Zoning) and Distribution
523(18)
Introduction to Level Optimization
523(1)
Zoning
524(4)
Antiportals
528(4)
Distance Fog
532(2)
Terrain Optimization
534(1)
Profiling and Debugging
535(4)
Viewport Display Modes
535(3)
Console Commands
538(1)
Summary
539(2)
Gametypes
541(44)
Setting Level Properties
542(1)
Deathmatch-Style Gametypes
543(5)
Adding Weapons
544(3)
Deathmatch Design Considerations
547(1)
Capture the Flag (CTF)
548(3)
CTF Design Considerations
551(1)
Double Domination
551(3)
Design Considerations for Double Domination
554(1)
Bombing Run
554(2)
Design Considerations for Bombing Run
556(1)
Onslaught
556(13)
Design Considerations for Onslaught
568(1)
Assault
569(13)
Summary
582(3)
Part III: External Design
Overview of Maya
585(36)
Y-Up Versus Z-Up
586(1)
Maya Theory
586(6)
Nodes and Connections
586(2)
Construction History
588(4)
Overview of the User Interface
592(14)
The Viewports
593(2)
The Main Menu Bar and Menu Sets
595(2)
The Status Line
597(1)
The Shelf
598(1)
The Channel Box and Layer Editor
599(3)
The Attribute Editor
602(1)
The Time and Range Sliders
603(2)
The Toolbox and Layout Selection
605(1)
The Hotbox
605(1)
The Hypershade
606(3)
The Hypergraph
609(1)
Object Manipulation
610(9)
Object Mode
611(4)
Component Mode
615(4)
Summary
619(2)
Polygonal Modeling Tools
621(36)
Modeling Terminology
622(1)
Modeling Methods
623(2)
Box Modeling
624(1)
Polygon Creation
624(1)
Understanding the Tool Options and Display Settings in Maya
625(3)
Polygon Modeling in Maya
628(14)
Creating Polygons
628(2)
Adding to Existing Polygons
630(2)
Combining Objects
632(2)
Using Booleans
634(1)
Mirroring
635(2)
Smoothing Versus Averaging Vertices
637(2)
Triangulation
639(1)
Cleaning Up Your Polygons
640(2)
Editing Polygons
642(14)
Subdividing Polygons
642(1)
Splitting Polygons
643(2)
Extrusions
645(3)
Chamfering Vertices and Beveling Edges
648(1)
Cutting Faces
649(1)
Wedging Faces
650(2)
Merging Vertices
652(1)
Flipping Triangle Edges
653(1)
Adjusting Surfaces and Hard Edges
654(2)
Summary
656(1)
The Art of Texturing in Maya
657(24)
UVs and the UV Coordinate System
657(2)
The UV Texture Editor
659(4)
The Menu Bar
659(1)
The Toolbar
660(3)
The Viewport
663(1)
Mapping UVs
663(1)
Mapping Methods
663(1)
Creating UV Layouts
664(4)
Creating Textures from UV Layouts
668(4)
UV Layouts for Characters
672(6)
Considerations for UV Layouts
678(2)
Summary
680(1)
Static Meshes
681(44)
The Importance of Static Meshes
681(1)
Preparing to Model
682(3)
Adjusting the Grid
682(2)
Creating a Project
684(1)
Modeling the Catwalks
685(33)
Creating the Base Catwalk
685(18)
Constructing the Straight Catwalk
703(3)
Making a Ramp
706(2)
Making a Turn
708(6)
Building a T-Intersection
714(3)
Building a Four-Way Intersection
717(1)
Collision Models
718(2)
Exporting Models to UnrealEd
720(3)
Texturing Your Static Meshes in UnrealEd
721(2)
Summary
723(2)
Character Modeling
725(28)
Preparation
726(8)
Concept Art
726(1)
Image Planes
726(8)
The Modeling Process
734(1)
Modeling and Animation
734(1)
The Character
735(16)
Modeling the Torso
735(6)
Modeling the Legs
741(3)
Modeling the Arms
744(1)
Modeling the Feet
745(3)
Modeling the Hand
748(1)
Modeling the Head
749(2)
Summary
751(2)
Importing Characters into UnrealEd
753(30)
What Are Skeletons?
754(1)
Introduction to Maya Joints
754(7)
Parenting
755(1)
Joints and Parenting
756(1)
Joints and Rotation
757(1)
Using the Joint Tool
758(1)
Joints and Local Rotation Axes
759(1)
Manipulating Joints
760(1)
Binding a Character to a Skeleton: Skinning
761(5)
Introduction to Smooth Bind
761(2)
Adjusting Joint Influence
763(3)
Importing a Character Without Custom Animation
766(16)
Importing a Skeleton
767(1)
Skinning a Character
768(1)
Adjusting the Skin Weights
769(2)
Exporting the Character
771(1)
Getting the Character Ready for Gameplay
772(5)
Creating the Character's Portrait
777(2)
The UPL File and Testing the Character In-game
779(3)
Summary
782(1)
Character Animation
783(62)
Introduction to Animation
783(1)
Popular Animation Methods in Maya
784(12)
Keyframes
784(8)
Reactive Animation
792(4)
Animation Choices---FK Versus IK
796(4)
IK Solvers
800(4)
Single Chain IK Solvers
800(1)
Rotate Plane IK Solvers
801(2)
IK Spline Solvers
803(1)
Constraints
804(2)
Selection Handles
806(2)
Character Rigs: What They Are and Why We Need Them
808(17)
Creating the Character Rig
808(17)
Skinning the Character
825(1)
Animating the Character
825(10)
Pose-to-Pose Animation
826(1)
Creating Custom Animation Cycles
826(9)
Exporting Custom Animations into UnrealEd
835(6)
Summary
841(4)
APPENDIX A: The UnrealEd Manual
845(56)
The Main Menu Bar
846(1)
The Toolbar
847(3)
File Options
848(1)
Undo and Redo
848(1)
Search for Actor
848(1)
Browsers
848(1)
Editors
849(1)
Properties
849(1)
Building
849(1)
Play Level
850(1)
Help
850(1)
The Toolbox
850(16)
Camera and Utilities Area
851(2)
Brush Clipping Area
853(1)
Brush Primitives Area
853(7)
CSG Operations Area
860(4)
Selections and Movement Area
864(1)
Mirroring and Miscellaneous Area
865(1)
The Viewports
866(6)
Viewport Controls
867(1)
Viewport Control Bar
868(2)
Viewport Control Bar Context Menu
870(2)
The Console Bar
872(2)
The Text Field
873(1)
The Log Window
873(1)
Lock Selections
873(1)
Vertex Snap
873(1)
Drag Grid
873(1)
Rotation Grid
873(1)
Maximize Viewport
874(1)
DrawScale3D
874(1)
Browsers
874(21)
The Actor Class Browser
874(2)
The Group Browser
876(2)
The Music Browser
878(1)
The Sound Browser
879(2)
The Textures Browser
881(3)
The Mesh Browser
884(1)
The Prefab Browser
885(2)
The Static Mesh Browser
887(3)
The Animation Browser
890(5)
Editor Windows
895(1)
Search for Actors
895(1)
The 2D Shape Editor
895(1)
The UnrealScript Editor
896(1)
Property Windows
896(5)
Actor Properties
896(1)
Surface Properties
897(4)
Index 901

Excerpts

Introduction Introduction Welcome toMastering Unreal Technology: The Art of Level Design. You're going to take an exciting journey through the rich world of game design, using the Unreal Engine. This book is dedicated to the aesthetic aspects of game design, such as level design creation, character development, and static mesh design. On the other hand, this book does not cover many game design topics from the programmer's perspective, meaning there isn't much emphasis on programming the Unreal Engine through its native programming language, UnrealScript. Who Is This Book For? This book has been designed for a wide range of people, actually. The first group is aspiring mod makers or fledgling game designers. This book is also aimed at anyone who has ever wondered exactly what kind of work goes into making his or her favorite game. Beyond gamers, however, this book can be a great resource for those in the fields of architecture or construction visualization. With the Unreal Engine, you can offer your clients real-time flythroughs and simulations that they can viewandexplore. How to apply the Unreal Technology that drives today's cutting-edge games is limited only by your imagination. How to Use This Book This book is designed to be read from start to finish, although this isn't necessarily the best way for everyone to complete this book. You'll find that each chapter has a robust selection of information about each relative topic; however, the book has been designed to be flexible enough so that you can start with the areas of game design that interest you the most. Whatever your motive, this book is your resource, so use it as you will. However, keep in mind that game design is an interconnected field, in that many of its aspects are directly connected to each other. You might not want to be a level designer or static mesh constructor, but you'll make yourself far more valuable to a prospective employer (or mod team) by knowing about each field of game design. How This Book Is Organized Part I: The Unreal Universe This first part of the book focuses on a general introduction to level design for the Unreal Engine with its native editing system, UnrealEd. It begins with a brief history of Unreal and quickly moves on to a thorough introduction to how the Unreal Engine functions. From there, Part I walks you through creating your first Unreal Level. You see how to carve your own environments into the Unreal world, how to texture and light them, and how to add the elements that make them aesthetically pleasing and still fun to play. The topics covered include creating indoor and vast outdoor environments, creating and controlling your level's physics through the use of volumes, and generating a variety of lighting effects. Part I wraps up with an in-depth look at material and texture creation and how to create interactive level elements, such as moving doors and controllable elevators. Part II: Advanced Design Techniques Part II opens the doors to more high-end features of the Unreal Engine. Beginning with an introduction to working with real-time particle systems and effects, Part II also brings you face to face with the Karma physics engine, explaining how it can be used to create realistic simulations based on the laws of physics. Next, the chapter covers the techniques for controlling the behavior of Unreal's artificially intelligent players, known as "bots." Part II then moves on to cover Matinee, UnrealEd's integrated system for creating in-game cinematics--animated clips and films--with the game engine. Next, Part II discusses how to create scripted in-game sequences to create exciting events that pull players deeper into the action. This part closes with a look at

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