Book Image

Unreal Development Kit Beginner's Guide

By : Richard Moore
Book Image

Unreal Development Kit Beginner's Guide

By: Richard Moore

Overview of this book

Unreal Development Kit (UDK) is the free version of the award-winning Unreal Engine 3. It is used to create a wide variety of games ranging from amateur to professional standard next generation AAA titles. This book will show you exactly how to create an enjoyable and immersive game environment using the UDK. You will learn how to implement, level design, lighting, environmental effects, movement, terrain, map creation, item placement, kismet, materials and complex event sequences. You will work through the level design process from navigating round the editor to learning how to develop a fully playable environment. You will quickly master all of the engine’s key tools that are accessible through Unreal Engine 3. You will then start putting together your first level using step-by-step instructions. Next we will implement real world features such as dynamic lighting and shadows, particle effects, physics, terrain, item placement and advanced AI/bot pathing. Finally you will learn how to use UDK’s cutting edge high level scripting. By the end of this book you will be equipped with the skills to create an entertaining and imaginative game world.
Table of Contents (17 chapters)
Unreal Development Kit 3
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Pop Quiz Answers
Index

Time for action – giving a perfect texture to your material


  1. So, as you can see from the image above, the material really doesn't look like metal. It's too bright for one thing, but it's also too uniformly shiny. The diffuse texture has lots of darker rusty areas that shouldn't be as shiny. You can hook the diffuse texture sample directly into the Specular input, and the color of the texture will control the specularity. Do that now.

    The highlight definitely looks better, but now it's probably too subtle. Let's look at how to brighten it up.

    We can multiply the colors in the texture by a larger value so that they appear brighter.

  2. Find a Multiply node in the Material Expressions list and drag it into the window.

    The Material node (as you'd expect) multiplies two numbers together (the inputs A and B) and outputs the result on the left. What do we want for inputs? How about our texture, and that constant with a value of 2 that we created earlier?

  3. Connect up your network as follows. You may have to...