Unreal development kit 3 :: beginner's guide : a fun, quick, step-by-step guide to level design and creating your own game world /
A fun, quick, step by step guide to level design and creating your own game world.
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Birmingham, UK :
Packt Pub.,
©2011.
|
Schriftenreihe: | Learn by doing: less theory, more results
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | A fun, quick, step by step guide to level design and creating your own game world. |
Beschreibung: | 1 online resource (iv, 241 pages :) |
Bibliographie: | Includes index. |
ISBN: | 9781849690539 1849690537 9781849690522 1849690529 1283308452 9781283308458 9786613308450 6613308455 |
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100 | 1 | |a Moore, Richard J. | |
245 | 1 | 0 | |a Unreal development kit 3 : |b beginner's guide : a fun, quick, step-by-step guide to level design and creating your own game world / |c Richard J. Moore. |
246 | 3 | |a Unreal development kit Three | |
260 | |a Birmingham, UK : |b Packt Pub., |c ©2011. | ||
300 | |a 1 online resource (iv, 241 pages :) | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
347 | |a data file |2 rda | ||
490 | 0 | |a Learn by doing: less theory, more results | |
588 | 0 | |a Print version record. | |
505 | 0 | |a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Level Design HQ; Time for action -- UDK download and installation; UDK folder structure; Time for action -- launching the editor; Autosave; Content browser; Time for action -- movement and rotation; Navigation; UDK; WASD key navigation; MAYA users; BSP; Why use BSP?; Can I use static meshes to create my map without using BSP?; Dominance of static meshes; Brushes only, no static meshes; Brushes and static meshes; Time for action -- using BSP brushes and static meshes | |
505 | 8 | |a Additive and subtractiveAdditive; Subtractive; Unreal scale and proportions; Grid snapping; Viewport options; Summary; Chapter 2: Hello UDK; Your first map; Time for action -- setup, where to save the file, what to name it; Why CSG?; Time for action -- the builder brush and our first cube; Subtractive; Brush Order; Time for action -- geometry editing tool; Time for action -- building our first room; Time for action -- placing lights and a player start; Time for action -- creating a hallway and a second room; Time for action -- applying materials to CSG surfaces; Surface Properties | |
505 | 8 | |a Time for action -- test map and add botsSummary; Chapter 3: Applying Lighting Effects; Directional lights; Point lights; Spotlights; Skylights; Time for action -- different types of light; Point lights; Spotlights; Directional lights; Skylights; Time for action -- lightmaps; Time for action -- adjusting lightmaps on CSG surfaces; Time for action -- lightmaps on static meshes; Summary; Chapter 4: Battling the Elements; Time for action -- the basics; Time for action -- add a new particle emitter; Time for action -- the smoke example; Time for action -- adding height fog; Setting parameters; Uses | |
505 | 8 | |a Atmospheric hazeLocalized fog; Dense haze; Time for action -- creating the surface; Time for action -- water volumes; Time for action -- underwater; Summary; Chapter 5: Movement with Movers; Time for action -- a basic elevator/door; Time for action -- elevators UT style; Time for action -- a continuously looping animation; Time for action -- a continuously rotating animation; Time for action -- attaching something; Summary; Chapter 6: Terrain; Time for action -- your first terrain; Time for action -- applying materials; Time for action -- light mapping; Summary | |
505 | 8 | |a Chapter 7: Adding Gameplay Elements into your MapAdding gameplay elements; Time for action -- naming your map; Time for action -- adding a player start; Time for action -- play in editor; Time for action -- placing pickups; Time for action -- placing weapons; Time for action -- placing jump pads; Time for action -- adding other game object types; Bot pathing; Time for action -- adding path nodes; Summary; Chapter 8: Complex Event Sequences; Time for action -- a simple sequence; Time for action -- basic UIScene; Time for action -- basic cut scene; Summary; Chapter 9: Materials; What is a material? | |
505 | 8 | |a Time for action -- creating a new material | |
520 | |a A fun, quick, step by step guide to level design and creating your own game world. | ||
504 | |a Includes index. | ||
546 | |a English. | ||
650 | 0 | |a Video games |x Programming. |0 http://id.loc.gov/authorities/subjects/sh95003476 | |
650 | 0 | |a Computer graphics. | |
650 | 6 | |a Jeux vidéo |x Programmation. | |
650 | 6 | |a Infographie. | |
650 | 7 | |a computer graphics. |2 aat | |
650 | 7 | |a GAMES |x Video & Electronic. |2 bisacsh | |
650 | 7 | |a Video games |x Programming |2 fast | |
650 | 7 | |a Computer graphics |2 fast | |
758 | |i has work: |a Unreal development kit 3 (Text) |1 https://id.oclc.org/worldcat/entity/E39PCFKTggjwkVfQwcWt3X6c4C |4 https://id.oclc.org/worldcat/ontology/hasWork | ||
776 | 0 | 8 | |i Print version: |a Moore, Richard. |t Unreal development kit 3. |d Birmingham : Packt, ©2011 |z 9781849690522 |w (OCoLC)753480651 |
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Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-4-EBA-ocn761694363 |
---|---|
_version_ | 1813903418655244288 |
adam_text | |
any_adam_object | |
author | Moore, Richard J. |
author_facet | Moore, Richard J. |
author_role | |
author_sort | Moore, Richard J. |
author_variant | r j m rj rjm |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.76.C672 M66 2011 |
callnumber-search | QA76.76.C672 M66 2011 |
callnumber-sort | QA 276.76 C672 M66 42011 |
callnumber-subject | QA - Mathematics |
collection | ZDB-4-EBA |
contents | Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Level Design HQ; Time for action -- UDK download and installation; UDK folder structure; Time for action -- launching the editor; Autosave; Content browser; Time for action -- movement and rotation; Navigation; UDK; WASD key navigation; MAYA users; BSP; Why use BSP?; Can I use static meshes to create my map without using BSP?; Dominance of static meshes; Brushes only, no static meshes; Brushes and static meshes; Time for action -- using BSP brushes and static meshes Additive and subtractiveAdditive; Subtractive; Unreal scale and proportions; Grid snapping; Viewport options; Summary; Chapter 2: Hello UDK; Your first map; Time for action -- setup, where to save the file, what to name it; Why CSG?; Time for action -- the builder brush and our first cube; Subtractive; Brush Order; Time for action -- geometry editing tool; Time for action -- building our first room; Time for action -- placing lights and a player start; Time for action -- creating a hallway and a second room; Time for action -- applying materials to CSG surfaces; Surface Properties Time for action -- test map and add botsSummary; Chapter 3: Applying Lighting Effects; Directional lights; Point lights; Spotlights; Skylights; Time for action -- different types of light; Point lights; Spotlights; Directional lights; Skylights; Time for action -- lightmaps; Time for action -- adjusting lightmaps on CSG surfaces; Time for action -- lightmaps on static meshes; Summary; Chapter 4: Battling the Elements; Time for action -- the basics; Time for action -- add a new particle emitter; Time for action -- the smoke example; Time for action -- adding height fog; Setting parameters; Uses Atmospheric hazeLocalized fog; Dense haze; Time for action -- creating the surface; Time for action -- water volumes; Time for action -- underwater; Summary; Chapter 5: Movement with Movers; Time for action -- a basic elevator/door; Time for action -- elevators UT style; Time for action -- a continuously looping animation; Time for action -- a continuously rotating animation; Time for action -- attaching something; Summary; Chapter 6: Terrain; Time for action -- your first terrain; Time for action -- applying materials; Time for action -- light mapping; Summary Chapter 7: Adding Gameplay Elements into your MapAdding gameplay elements; Time for action -- naming your map; Time for action -- adding a player start; Time for action -- play in editor; Time for action -- placing pickups; Time for action -- placing weapons; Time for action -- placing jump pads; Time for action -- adding other game object types; Bot pathing; Time for action -- adding path nodes; Summary; Chapter 8: Complex Event Sequences; Time for action -- a simple sequence; Time for action -- basic UIScene; Time for action -- basic cut scene; Summary; Chapter 9: Materials; What is a material? Time for action -- creating a new material |
ctrlnum | (OCoLC)761694363 |
dewey-full | 794.81526 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.81526 |
dewey-search | 794.81526 |
dewey-sort | 3794.81526 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
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id | ZDB-4-EBA-ocn761694363 |
illustrated | Illustrated |
indexdate | 2024-10-25T16:18:22Z |
institution | BVB |
isbn | 9781849690539 1849690537 9781849690522 1849690529 1283308452 9781283308458 9786613308450 6613308455 |
language | English |
oclc_num | 761694363 |
open_access_boolean | |
owner | MAIN |
owner_facet | MAIN |
physical | 1 online resource (iv, 241 pages :) |
psigel | ZDB-4-EBA |
publishDate | 2011 |
publishDateSearch | 2011 |
publishDateSort | 2011 |
publisher | Packt Pub., |
record_format | marc |
series2 | Learn by doing: less theory, more results |
spelling | Moore, Richard J. Unreal development kit 3 : beginner's guide : a fun, quick, step-by-step guide to level design and creating your own game world / Richard J. Moore. Unreal development kit Three Birmingham, UK : Packt Pub., ©2011. 1 online resource (iv, 241 pages :) text txt rdacontent computer c rdamedia online resource cr rdacarrier data file rda Learn by doing: less theory, more results Print version record. Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Level Design HQ; Time for action -- UDK download and installation; UDK folder structure; Time for action -- launching the editor; Autosave; Content browser; Time for action -- movement and rotation; Navigation; UDK; WASD key navigation; MAYA users; BSP; Why use BSP?; Can I use static meshes to create my map without using BSP?; Dominance of static meshes; Brushes only, no static meshes; Brushes and static meshes; Time for action -- using BSP brushes and static meshes Additive and subtractiveAdditive; Subtractive; Unreal scale and proportions; Grid snapping; Viewport options; Summary; Chapter 2: Hello UDK; Your first map; Time for action -- setup, where to save the file, what to name it; Why CSG?; Time for action -- the builder brush and our first cube; Subtractive; Brush Order; Time for action -- geometry editing tool; Time for action -- building our first room; Time for action -- placing lights and a player start; Time for action -- creating a hallway and a second room; Time for action -- applying materials to CSG surfaces; Surface Properties Time for action -- test map and add botsSummary; Chapter 3: Applying Lighting Effects; Directional lights; Point lights; Spotlights; Skylights; Time for action -- different types of light; Point lights; Spotlights; Directional lights; Skylights; Time for action -- lightmaps; Time for action -- adjusting lightmaps on CSG surfaces; Time for action -- lightmaps on static meshes; Summary; Chapter 4: Battling the Elements; Time for action -- the basics; Time for action -- add a new particle emitter; Time for action -- the smoke example; Time for action -- adding height fog; Setting parameters; Uses Atmospheric hazeLocalized fog; Dense haze; Time for action -- creating the surface; Time for action -- water volumes; Time for action -- underwater; Summary; Chapter 5: Movement with Movers; Time for action -- a basic elevator/door; Time for action -- elevators UT style; Time for action -- a continuously looping animation; Time for action -- a continuously rotating animation; Time for action -- attaching something; Summary; Chapter 6: Terrain; Time for action -- your first terrain; Time for action -- applying materials; Time for action -- light mapping; Summary Chapter 7: Adding Gameplay Elements into your MapAdding gameplay elements; Time for action -- naming your map; Time for action -- adding a player start; Time for action -- play in editor; Time for action -- placing pickups; Time for action -- placing weapons; Time for action -- placing jump pads; Time for action -- adding other game object types; Bot pathing; Time for action -- adding path nodes; Summary; Chapter 8: Complex Event Sequences; Time for action -- a simple sequence; Time for action -- basic UIScene; Time for action -- basic cut scene; Summary; Chapter 9: Materials; What is a material? Time for action -- creating a new material A fun, quick, step by step guide to level design and creating your own game world. Includes index. English. Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Computer graphics. Jeux vidéo Programmation. Infographie. computer graphics. aat GAMES Video & Electronic. bisacsh Video games Programming fast Computer graphics fast has work: Unreal development kit 3 (Text) https://id.oclc.org/worldcat/entity/E39PCFKTggjwkVfQwcWt3X6c4C https://id.oclc.org/worldcat/ontology/hasWork Print version: Moore, Richard. Unreal development kit 3. Birmingham : Packt, ©2011 9781849690522 (OCoLC)753480651 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=389261 Volltext CBO01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=389261 Volltext |
spellingShingle | Moore, Richard J. Unreal development kit 3 : beginner's guide : a fun, quick, step-by-step guide to level design and creating your own game world / Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Level Design HQ; Time for action -- UDK download and installation; UDK folder structure; Time for action -- launching the editor; Autosave; Content browser; Time for action -- movement and rotation; Navigation; UDK; WASD key navigation; MAYA users; BSP; Why use BSP?; Can I use static meshes to create my map without using BSP?; Dominance of static meshes; Brushes only, no static meshes; Brushes and static meshes; Time for action -- using BSP brushes and static meshes Additive and subtractiveAdditive; Subtractive; Unreal scale and proportions; Grid snapping; Viewport options; Summary; Chapter 2: Hello UDK; Your first map; Time for action -- setup, where to save the file, what to name it; Why CSG?; Time for action -- the builder brush and our first cube; Subtractive; Brush Order; Time for action -- geometry editing tool; Time for action -- building our first room; Time for action -- placing lights and a player start; Time for action -- creating a hallway and a second room; Time for action -- applying materials to CSG surfaces; Surface Properties Time for action -- test map and add botsSummary; Chapter 3: Applying Lighting Effects; Directional lights; Point lights; Spotlights; Skylights; Time for action -- different types of light; Point lights; Spotlights; Directional lights; Skylights; Time for action -- lightmaps; Time for action -- adjusting lightmaps on CSG surfaces; Time for action -- lightmaps on static meshes; Summary; Chapter 4: Battling the Elements; Time for action -- the basics; Time for action -- add a new particle emitter; Time for action -- the smoke example; Time for action -- adding height fog; Setting parameters; Uses Atmospheric hazeLocalized fog; Dense haze; Time for action -- creating the surface; Time for action -- water volumes; Time for action -- underwater; Summary; Chapter 5: Movement with Movers; Time for action -- a basic elevator/door; Time for action -- elevators UT style; Time for action -- a continuously looping animation; Time for action -- a continuously rotating animation; Time for action -- attaching something; Summary; Chapter 6: Terrain; Time for action -- your first terrain; Time for action -- applying materials; Time for action -- light mapping; Summary Chapter 7: Adding Gameplay Elements into your MapAdding gameplay elements; Time for action -- naming your map; Time for action -- adding a player start; Time for action -- play in editor; Time for action -- placing pickups; Time for action -- placing weapons; Time for action -- placing jump pads; Time for action -- adding other game object types; Bot pathing; Time for action -- adding path nodes; Summary; Chapter 8: Complex Event Sequences; Time for action -- a simple sequence; Time for action -- basic UIScene; Time for action -- basic cut scene; Summary; Chapter 9: Materials; What is a material? Time for action -- creating a new material Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Computer graphics. Jeux vidéo Programmation. Infographie. computer graphics. aat GAMES Video & Electronic. bisacsh Video games Programming fast Computer graphics fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh95003476 |
title | Unreal development kit 3 : beginner's guide : a fun, quick, step-by-step guide to level design and creating your own game world / |
title_alt | Unreal development kit Three |
title_auth | Unreal development kit 3 : beginner's guide : a fun, quick, step-by-step guide to level design and creating your own game world / |
title_exact_search | Unreal development kit 3 : beginner's guide : a fun, quick, step-by-step guide to level design and creating your own game world / |
title_full | Unreal development kit 3 : beginner's guide : a fun, quick, step-by-step guide to level design and creating your own game world / Richard J. Moore. |
title_fullStr | Unreal development kit 3 : beginner's guide : a fun, quick, step-by-step guide to level design and creating your own game world / Richard J. Moore. |
title_full_unstemmed | Unreal development kit 3 : beginner's guide : a fun, quick, step-by-step guide to level design and creating your own game world / Richard J. Moore. |
title_short | Unreal development kit 3 : |
title_sort | unreal development kit 3 beginner s guide a fun quick step by step guide to level design and creating your own game world |
title_sub | beginner's guide : a fun, quick, step-by-step guide to level design and creating your own game world / |
topic | Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Computer graphics. Jeux vidéo Programmation. Infographie. computer graphics. aat GAMES Video & Electronic. bisacsh Video games Programming fast Computer graphics fast |
topic_facet | Video games Programming. Computer graphics. Jeux vidéo Programmation. Infographie. computer graphics. GAMES Video & Electronic. Video games Programming Computer graphics |
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