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 – the smoke example


Since an example can best explain it, we will go through all the steps required to make a basic smoke particle set up that spawns and rotates particles, fades in and out, and grows in size.

  1. First of all, you need a cloud material. Create your own cloud texture or use mine. Right-click this image and save it somewhere. Preferably, convert it to BMP or TGA before you import it.

  2. Add the texture to a Material and set it up as displayed in the following screenshot:

  3. The DepthBiasedAlpha will make sure that it is a soft particle. When a particle sprite intersects with a piece of geometry, the DepthBiasedAlpha will fade-out the sprite along the edge.

  4. The Vertex Color expression is really important. All materials that are used in particles must have a Vertex Color expression because it allows cascade to change the opacity and color of the particles. Without a Vertex Color, you cannot fade-out a particle, for example.

  5. Once the material has been set up it can be applied...